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ACS
0
1486
3776
2618
2013-12-13T04:45:04Z
HeX9109
64
wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. Odamex supports ACS inherited from ZDoom 1.22, however what works and what does not is not documented.
== Specs and Resources ==
http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source.
cde056e57464ec273d4a44686c35779f6b5142d9
2618
2617
2006-11-19T22:59:54Z
Manc
1
/* Sources */
wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter.
== Specs and Resources ==
http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source.
3240646168cf6c3fe4566624c706b060f8dcfde7
2617
2616
2006-11-19T22:59:35Z
Manc
1
/* ACS Specifications */ Linked below
wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter.
== Sources ==
http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source.
339f6ec8acadb7048d99af7b9dbf05bbee63c3b2
2616
2615
2006-11-19T22:59:19Z
Manc
1
/* Sources */ Changed to just the text for the link
wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter.
== ACS Specifications ==
ACS File Format
---------------
(All numbers are little-endian and 32 bits long)
(Pointers are relative to the beginning of the lump)
{| border="1" width="75%"
!Bytes 0 - 3
|ACS\0' (0x00534341)
|-
!Bytes 4 - 7
|Pointer to script and text pointers
|-
!Bytes 8 -...
|Varies
|}
-------------
Pointer Table
-------------
The first dword is a count of the number of scripts in the lump. It is
immediately followed by an entry for each script in the lump. These
entries are of the format:
DWORD 0 This script's number
DWORD 1 A pointer to the start of the script
DWORD 2 The number of parameters the script accepts
These are then followed by a dword indicating how many different strings
are in the script. The remaining dwords contain pointers to each of the
strings.
------------
Script Codes
------------
Compiled ACS scripts do not distinguish between their arguments and
their local variables. When a script is executed, it's parameters
are copied to its first x local variables, where x is the number of
parameters the script takes. The ACC compiler will output an error
for any script with more than 10 local variables (including
parameters), so it's probably safe to allocate enough space for only
10 variables in an ACS interpreter.
There are 64 world variables available (numbered 0-63) that are
accessible from scripts executed from any map in a single hub. Each
map can also have 32 map variables accessible to all scripts in that
map, but not by scripts in other maps.
ACS's internal functions are actually opcodes. Some use arguments on
the stack, and others have their arguments immediately following them
in the code. For those that use arguments on the stack, the arguments
are first pushed on to the stack in sequence, and then the function's
opcode is stored. If the function uses a string as an argument, then
the string's index is pushed onto the stack as a number. Functions
are responsible for popping the arguments passed to them before they
return. The first value pushed is the function's first parameter, the
second value pushed is the second parameter, etc.
#0: PCD_NOP
#1: PCD_TERMINATE
#2: PCD_SUSPEND
#3: PCD_PUSHNUMBER x
#4: PCD_LSPEC1 x
#5: PCD_LSPEC2 x
#6: PCD_LSPEC3 x
#7: PCD_LSPEC4 x
#8: PCD_LSPEC5 x
#9: PCD_LSPEC1DIRECT x a
#10: PCD_LSPEC2DIRECT x a b
#11: PCD_LSPEC3DIRECT x a b c
#12: PCD_LSPEC4DIRECT x a b c d
#13: PCD_LSPEC5DIRECT x a b c d e
#14: PCD_ADD
#15: PCD_SUBTRACT
#16: PCD_MULTIPLY
#17: PCD_DIVIDE
#18: PCD_MODULUS
#19: PCD_EQ
#20: PCD_NE
#21: PCD_LT
#22: PCD_GT
#23: PCD_LE
#24: PCD_GE
#25: PCD_ASSIGNSCRIPTVAR x
#26: PCD_ASSIGNMAPVAR x
#27: PCD_ASSIGNWORLDVAR x
#28: PCD_PUSHSCRIPTVAR x
#29: PCD_PUSHMAPVAR x
#30: PCD_PUSHWORLDVAR x
#31: PCD_ADDSCRIPTVAR x
#32: PCD_ADDMAPVAR x
#33: PCD_ADDWORLDVAR x
#34: PCD_SUBSCRIPTVAR x
#35: PCD_SUBMAPVAR x
#36: PCD_SUBWORLDVAR x
#37: PCD_MULSCRIPTVAR x
#38: PCD_MULMAPVAR x
#39: PCD_MULWORLDVAR x
#40: PCD_DIVSCRIPTVAR x
#41: PCD_DIVMAPVAR x
#42: PCD_DIVWORLDVAR x
#43: PCD_MODSCRIPTVAR x
#44: PCD_MODMAPVAR x
#45: PCD_MODWORLDVAR x
#46: PCD_INCSCRIPTVAR x
#47: PCD_INCMAPVAR x
#48: PCD_INCWORLDVAR x
#49: PCD_DECSCRIPTVAR x
#50: PCD_DECMAPVAR x
#51: PCD_DECWORLDVAR x
#52: PCD_GOTO x
#53: PCD_IFGOTO x
#54: PCD_DROP
#55: PCD_DELAY
#56: PCD_DELAYDIRECT x
#57: PCD_RANDOM
#58: PCD_RANDOMDIRECT x y
#59: PCD_THINGCOUNT
#60: PCD_THINGCOUNTDIRECT x y
#61: PCD_TAGWAIT
#62: PCD_TAGWAITDIRECT x
#63: PCD_POLYWAIT
#64: PCD_POLYWAITDIRECT x
#65: PCD_CHANGEFLOOR
#66: PCD_CHANGEFLOORDIRECT x y
#67: PCD_CHANGECEILING
#68: PCD_CHANGECEILINGDIRECT x y
#69: PCD_RESTART
#70: PCD_ANDLOGICAL
#71: PCD_ORLOGICAL
#72: PCD_ANDBITWISE
#73: PCD_ORBITWISE
#74: PCD_EORBITWISE
#75: PCD_NEGATELOGICAL
#76: PCD_LSHIFT
#77: PCD_RSHIFT
#78: PCD_UNARYMINUS
#79: PCD_IFNOTGOTO x
#80: PCD_LINESIDE
#81: PCD_SCRIPTWAIT
#82: PCD_SCRIPTWAITDIRECT x
#83: PCD_CLEARLINESPECIAL
#84: PCD_CASEGOTO x y
#85: PCD_BEGINPRINT
#86: PCD_ENDPRINT
#87: PCD_PRINTSTRING
#88: PCD_PRINTNUMBER
#89: PCD_PRINTCHARACTER
#90: PCD_PLAYERCOUNT
#91: PCD_GAMETYPE
#92: PCD_GAMESKILL
#93: PCD_TIMER
#94: PCD_SECTORSOUND
#95: PCD_AMBIENTSOUND
#96: PCD_SOUNDSEQUENCE
#97: PCD_SETLINETEXTURE
#98: PCD_SETLINEBLOCKING
#99: PCD_SETLINESPECIAL
#100: PCD_THINGSOUND
#101: PCD_ENDPRINTBOLD
*1: PCD_TERMINATE
Terminates script execution.
*3: PCD_PUSHNUMBER x
Push x onto the stack.
*4: PCD_LSPEC1 x
Execute line special x. It takes one argument on the stack.
*5: PCD_LSPEC2 x
Execute line special x. It takes two arguments on the stack.
*6: PCD_LSPEC3 x
Execute line special x. It takes three argument on the stack.
*7: PCD_LSPEC4 x
Execute line special x. It takes four argument on the stack.
*8: PCD_LSPEC5 x
Execute line special x. It takes five argument on the stack.
*9: PCD_LSPEC1DIRECT x a
Execute line special x (a).
*10: PCD_LSPEC2DIRECT x a b
Execute line special x (a, b).
*11: PCD_LSPEC3DIRECT x a b c
Execute line special x (a, b, c).
*12: PCD_LSPEC4DIRECT x a b c d
Execute line special x (a, b, c, d).
*13: PCD_LSPEC5DIRECT x a b c d e
Execute line special x (a, b, c, d, e).
*14: PCD_ADD
Stack before:
int val1
int val2
Stack after:
int (val1 + val2)
*15: PCD_SUBTRACT
Stack before:
int val1
int val2
Stack after:
int (val1 - val2)
*16: PCD_MULTIPLY
Stack before:
int val1
int val2
Stack after:
int (val1 * val2)
*17: PCD_DIVIDE
Stack before:
int val1
int val2
Stack after:
int (val1 / val2)
*18: PCD_MODULUS
Stack before:
int val1
int val2
Stack after:
int (val1 % val2)
*19: PCD_EQ
Stack before:
int val1
int val2
Stack after:
(val1 == val2)
*20: PCD_NE
Stack before:
int val1
int val2
Stack after:
(val1 != val2)
*21: PCD_LT
Stack before:
int val1
int val2
Stack after:
(val1 < val2)
*22: PCD_GT
Stack before:
int val1
int val2
Stack after:
(val1 > val2)
*23: PCD_LE
Stack before:
int val1
int val2
Stack after:
(val1 <= val2)
*24: PCD_GE
Stack before:
int val1
int val2
Stack after:
(val1 >= val2)
*25: PCD_ASSIGNSCRIPTVAR x
Stack before:
int val
Store val in script var x.
*26: PCD_ASSIGNMAPVAR x
Stack before:
int val
Store val in map var x.
*27: PCD_ASSIGNWORLDVAR x
Stack before:
int val
Store val in world var x.
*28: PCD_PUSHSCRIPTVAR x
Push value of script var x onto the stack.
*29: PCD_PUSHMAPVAR x
Push value of map var x onto the stack.
*30: PCD_PUSHWORLDVAR x
Push value of world var x onto the stack.
*31: PCD_ADDSCRIPTVAR x
Stack before:
int val
script var x += val
*32: PCD_ADDMAPVAR x
Stack before:
int val
map var x += val
*33: PCD_ADDWORLDVAR x
Stack before:
int val
world var x += val
*34: PCD_SUBSCRIPTVAR x
Stack before:
int val
script var x -= val
*35: PCD_SUBMAPVAR x
Stack before:
int val
map var x -= val
*36: PCD_SUBWORLDVAR x
Stack before:
int val
world var x -= val
*37: PCD_MULSCRIPTVAR x
Stack before:
int val
script var x *= val
*38: PCD_MULMAPVAR x
Stack before:
int val
map var x *= val
*39: PCD_MULWORLDVAR x
Stack before:
int val
world var x *= val
*40: PCD_DIVSCRIPTVAR x
Stack before:
int val
script var x /= val
*41: PCD_DIVMAPVAR x
Stack before:
int val
map var x /= val
*42: PCD_DIVWORLDVAR x
Stack before:
int val
world var x /= val
*43: PCD_MODSCRIPTVAR x
Stack before:
int val
script var x %= val
*44: PCD_MODMAPVAR x
Stack before:
int val
map var x %= val
*45: PCD_MODWORLDVAR x
Stack before:
int val
world var x %= val
*46: PCD_INCSCRIPTVAR x
script var x += 1
*47: PCD_INCMAPVAR x
map var x += 1
*48: PCD_INCWORLDVAR x
world var x += 1
*49: PCD_DECSCRIPTVAR x
script var x -= 1
*50: PCD_DECMAPVAR x
map var x -= 1
*51: PCD_DECWORLDVAR x
world varx -= 1
*52: PCD_GOTO x
Jump to offset x (relative to beginning of object file).
*53: PCD_IFGOTO x
Stack before:
int boolean
If the boolean is true, jump to offset x.
*54: PCD_DROP
Stack before:
int anything
Pop one number off the stack and discard it.
*55: PCD_DELAY
Stack before:
int tics
Pop a number off the stick and delay for that many tics.
*56: PCD_DELAYDIRECT x
Delay for x tics.
*57: PCD_RANDOM
Stack before:
int minval
int maxval
Stack after:
int random(minval, maxval)
*58: PCD_RANDOMDIRECT x y
Stack after:
int random(x, y)
*59: PCD_THINGCOUNT
Stack before:
int type
int tid
Stack after:
int thingcount(type,tid)
*60: PCD_THINGCOUNTDIRECT x y
Stack after:
int thingcount(x, y)
*61: PCD_TAGWAIT
Stack before:
int tag
Pops a tag value off the stack and suspends execution of the current
script until all sectors with a matching tag value are inactive.
*62: PCD_TAGWAITDIRECT x
Waits for all sectors with tag x to become inactive before continuing
execution of the current script.
*63: PCD_POLYWAIT
Stack before:
int po
Suspends execution of the current script until polyobj po is inactive.
*64: PCD_POLYWAITDIRECT x
Suspends execution of the current script until polyobj x is inactive.
*65: PCD_CHANGEFLOOR
Stack before:
int tag
str flatname
Sets the floor flat of all sectors tagged with tag to flatname.
*66: PCD_CHANGEFLOORDIRECT x y
Sets the floor flat of all sectors tagged with x to y.
*67: PCD_CHANGECEILING
Stack before:
int tag
str flatname
Sets the ceiling flat of all sectors tagged with tag to flatname.
*68: PCD_CHANGECEILINGDIRECT x y
Sets the ceiling flat of all sectors tagged with x to y.
*69: PCD_RESTART
Restart execution of the current script from the beginning.
*70: PCD_ANDLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 && boolean2)
*71: PCD_ORLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 || boolean2)
*72: PCD_ANDBITWISE
Stack before:
int param1
int param2
Stack after
int (param1 & param2)
*73: PCD_ORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 | param2)
*74: PCD_EORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 ^ param2)
*75: PCD_NEGATELOGICAL
Stack before:
int val
Stack after:
int (!val)
*76: PCD_LSHIFT
Stack before:
int a
int b
Stack after:
int (a << b)
*77: PCD_RSHIFT
Stack before:
int a
int b
Stack after:
int (a >> b)
*78: PCD_UNARYMINUS
Stack before:
int val
Stack after:
int (-val)
*79: PCD_IFNOTGOTO x
Stack before:
int boolean
If boolean is false, jump to offset x.
*80: PCD_LINESIDE
Stack after:
int lineside
lineside is a numerical parameter indicating which side of the line
activated this script.
*81: PCD_SCRIPTWAIT
Stack before:
int scr
Suspend execution of the current script until script scr has
terminated.
*82: PCD_SCRIPTWAITDIRECT x
Suspend execution of the current script until script x has
terminated.
*83: PCD_CLEARLINESPECIAL
Clears the special of the activating line.
*84: PCD_CASEGOTO x y
Stack before:
int val
Stack after:
int val (if not taken)
If the val == x, pop it and jump to offset y.
*85: PCD_BEGINPRINT
Prepare to build a string to output to the screen by creating a new
empty working string.
*86: PCD_ENDPRINT
Output the current working string to the local machine's screen.
*87: PCD_PRINTSTRING
Stack before:
str string
Pop a string index off the stack and append it to the current
working string.
*88: PCD_PRINTNUMBER
Stack before:
int num
Append num to the current working string in its ASCII representation.
*89: PCD_PRINTCHARACTER
Stack before:
int char
Append the ASCII character char to the current working string.
*90: PCD_PLAYERCOUNT
Stack after:
int playercount
playercount is the number of players in the game.
*91: PCD_GAMETYPE
Stack after:
int gametype
gametype represents the current game type.
*92: PCD_GAMESKILL
Stack after:
int gameskill
gameskill is the current game skill.
*93: PCD_TIMER
Stack after:
int gametime
gametime is the current level time in tics.
*94: PCD_SECTORSOUND
Stack before:
str name
int volume
Pops two values off the stack and plays a sound in the sector
pointed at by this script's activating linedef.
*95: PCD_AMBIENTSOUND
Stack before:
str snd
int vol
Plays the sound snd at volume vol (0-127) on the local machine.
*96: PCD_SOUNDSEQUENCE
Stack before:
str seq
Plays the sound sequence seq in the facing sector.
*97: PCD_SETLINETEXTURE
Stack before:
int line
int side
int position
str texturename
*98: PCD_SETLINEBLOCKING
Stack before:
int line
int blocking
*99: PCD_SETLINESPECIAL
Stack before:
int line
int special
int arg1
int arg2
int arg3
int arg4
int arg5
Sets the line special and args for all matching lines.
*100: PCD_THINGSOUND
Stack before:
int tid
str name
int volume
Plays a sound at all things marked with tid.
*101: PCD_ENDPRINTBOLD
Print the current working string to the screen of all computers in
the game.
== Sources ==
http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source.
15c3f7cc9120b7d6dfc75a54a4ed7bb9b34f24ad
2615
2614
2006-11-19T22:55:58Z
Zorro
22
/* Sources */
wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter.
== ACS Specifications ==
ACS File Format
---------------
(All numbers are little-endian and 32 bits long)
(Pointers are relative to the beginning of the lump)
{| border="1" width="75%"
!Bytes 0 - 3
|ACS\0' (0x00534341)
|-
!Bytes 4 - 7
|Pointer to script and text pointers
|-
!Bytes 8 -...
|Varies
|}
-------------
Pointer Table
-------------
The first dword is a count of the number of scripts in the lump. It is
immediately followed by an entry for each script in the lump. These
entries are of the format:
DWORD 0 This script's number
DWORD 1 A pointer to the start of the script
DWORD 2 The number of parameters the script accepts
These are then followed by a dword indicating how many different strings
are in the script. The remaining dwords contain pointers to each of the
strings.
------------
Script Codes
------------
Compiled ACS scripts do not distinguish between their arguments and
their local variables. When a script is executed, it's parameters
are copied to its first x local variables, where x is the number of
parameters the script takes. The ACC compiler will output an error
for any script with more than 10 local variables (including
parameters), so it's probably safe to allocate enough space for only
10 variables in an ACS interpreter.
There are 64 world variables available (numbered 0-63) that are
accessible from scripts executed from any map in a single hub. Each
map can also have 32 map variables accessible to all scripts in that
map, but not by scripts in other maps.
ACS's internal functions are actually opcodes. Some use arguments on
the stack, and others have their arguments immediately following them
in the code. For those that use arguments on the stack, the arguments
are first pushed on to the stack in sequence, and then the function's
opcode is stored. If the function uses a string as an argument, then
the string's index is pushed onto the stack as a number. Functions
are responsible for popping the arguments passed to them before they
return. The first value pushed is the function's first parameter, the
second value pushed is the second parameter, etc.
#0: PCD_NOP
#1: PCD_TERMINATE
#2: PCD_SUSPEND
#3: PCD_PUSHNUMBER x
#4: PCD_LSPEC1 x
#5: PCD_LSPEC2 x
#6: PCD_LSPEC3 x
#7: PCD_LSPEC4 x
#8: PCD_LSPEC5 x
#9: PCD_LSPEC1DIRECT x a
#10: PCD_LSPEC2DIRECT x a b
#11: PCD_LSPEC3DIRECT x a b c
#12: PCD_LSPEC4DIRECT x a b c d
#13: PCD_LSPEC5DIRECT x a b c d e
#14: PCD_ADD
#15: PCD_SUBTRACT
#16: PCD_MULTIPLY
#17: PCD_DIVIDE
#18: PCD_MODULUS
#19: PCD_EQ
#20: PCD_NE
#21: PCD_LT
#22: PCD_GT
#23: PCD_LE
#24: PCD_GE
#25: PCD_ASSIGNSCRIPTVAR x
#26: PCD_ASSIGNMAPVAR x
#27: PCD_ASSIGNWORLDVAR x
#28: PCD_PUSHSCRIPTVAR x
#29: PCD_PUSHMAPVAR x
#30: PCD_PUSHWORLDVAR x
#31: PCD_ADDSCRIPTVAR x
#32: PCD_ADDMAPVAR x
#33: PCD_ADDWORLDVAR x
#34: PCD_SUBSCRIPTVAR x
#35: PCD_SUBMAPVAR x
#36: PCD_SUBWORLDVAR x
#37: PCD_MULSCRIPTVAR x
#38: PCD_MULMAPVAR x
#39: PCD_MULWORLDVAR x
#40: PCD_DIVSCRIPTVAR x
#41: PCD_DIVMAPVAR x
#42: PCD_DIVWORLDVAR x
#43: PCD_MODSCRIPTVAR x
#44: PCD_MODMAPVAR x
#45: PCD_MODWORLDVAR x
#46: PCD_INCSCRIPTVAR x
#47: PCD_INCMAPVAR x
#48: PCD_INCWORLDVAR x
#49: PCD_DECSCRIPTVAR x
#50: PCD_DECMAPVAR x
#51: PCD_DECWORLDVAR x
#52: PCD_GOTO x
#53: PCD_IFGOTO x
#54: PCD_DROP
#55: PCD_DELAY
#56: PCD_DELAYDIRECT x
#57: PCD_RANDOM
#58: PCD_RANDOMDIRECT x y
#59: PCD_THINGCOUNT
#60: PCD_THINGCOUNTDIRECT x y
#61: PCD_TAGWAIT
#62: PCD_TAGWAITDIRECT x
#63: PCD_POLYWAIT
#64: PCD_POLYWAITDIRECT x
#65: PCD_CHANGEFLOOR
#66: PCD_CHANGEFLOORDIRECT x y
#67: PCD_CHANGECEILING
#68: PCD_CHANGECEILINGDIRECT x y
#69: PCD_RESTART
#70: PCD_ANDLOGICAL
#71: PCD_ORLOGICAL
#72: PCD_ANDBITWISE
#73: PCD_ORBITWISE
#74: PCD_EORBITWISE
#75: PCD_NEGATELOGICAL
#76: PCD_LSHIFT
#77: PCD_RSHIFT
#78: PCD_UNARYMINUS
#79: PCD_IFNOTGOTO x
#80: PCD_LINESIDE
#81: PCD_SCRIPTWAIT
#82: PCD_SCRIPTWAITDIRECT x
#83: PCD_CLEARLINESPECIAL
#84: PCD_CASEGOTO x y
#85: PCD_BEGINPRINT
#86: PCD_ENDPRINT
#87: PCD_PRINTSTRING
#88: PCD_PRINTNUMBER
#89: PCD_PRINTCHARACTER
#90: PCD_PLAYERCOUNT
#91: PCD_GAMETYPE
#92: PCD_GAMESKILL
#93: PCD_TIMER
#94: PCD_SECTORSOUND
#95: PCD_AMBIENTSOUND
#96: PCD_SOUNDSEQUENCE
#97: PCD_SETLINETEXTURE
#98: PCD_SETLINEBLOCKING
#99: PCD_SETLINESPECIAL
#100: PCD_THINGSOUND
#101: PCD_ENDPRINTBOLD
*1: PCD_TERMINATE
Terminates script execution.
*3: PCD_PUSHNUMBER x
Push x onto the stack.
*4: PCD_LSPEC1 x
Execute line special x. It takes one argument on the stack.
*5: PCD_LSPEC2 x
Execute line special x. It takes two arguments on the stack.
*6: PCD_LSPEC3 x
Execute line special x. It takes three argument on the stack.
*7: PCD_LSPEC4 x
Execute line special x. It takes four argument on the stack.
*8: PCD_LSPEC5 x
Execute line special x. It takes five argument on the stack.
*9: PCD_LSPEC1DIRECT x a
Execute line special x (a).
*10: PCD_LSPEC2DIRECT x a b
Execute line special x (a, b).
*11: PCD_LSPEC3DIRECT x a b c
Execute line special x (a, b, c).
*12: PCD_LSPEC4DIRECT x a b c d
Execute line special x (a, b, c, d).
*13: PCD_LSPEC5DIRECT x a b c d e
Execute line special x (a, b, c, d, e).
*14: PCD_ADD
Stack before:
int val1
int val2
Stack after:
int (val1 + val2)
*15: PCD_SUBTRACT
Stack before:
int val1
int val2
Stack after:
int (val1 - val2)
*16: PCD_MULTIPLY
Stack before:
int val1
int val2
Stack after:
int (val1 * val2)
*17: PCD_DIVIDE
Stack before:
int val1
int val2
Stack after:
int (val1 / val2)
*18: PCD_MODULUS
Stack before:
int val1
int val2
Stack after:
int (val1 % val2)
*19: PCD_EQ
Stack before:
int val1
int val2
Stack after:
(val1 == val2)
*20: PCD_NE
Stack before:
int val1
int val2
Stack after:
(val1 != val2)
*21: PCD_LT
Stack before:
int val1
int val2
Stack after:
(val1 < val2)
*22: PCD_GT
Stack before:
int val1
int val2
Stack after:
(val1 > val2)
*23: PCD_LE
Stack before:
int val1
int val2
Stack after:
(val1 <= val2)
*24: PCD_GE
Stack before:
int val1
int val2
Stack after:
(val1 >= val2)
*25: PCD_ASSIGNSCRIPTVAR x
Stack before:
int val
Store val in script var x.
*26: PCD_ASSIGNMAPVAR x
Stack before:
int val
Store val in map var x.
*27: PCD_ASSIGNWORLDVAR x
Stack before:
int val
Store val in world var x.
*28: PCD_PUSHSCRIPTVAR x
Push value of script var x onto the stack.
*29: PCD_PUSHMAPVAR x
Push value of map var x onto the stack.
*30: PCD_PUSHWORLDVAR x
Push value of world var x onto the stack.
*31: PCD_ADDSCRIPTVAR x
Stack before:
int val
script var x += val
*32: PCD_ADDMAPVAR x
Stack before:
int val
map var x += val
*33: PCD_ADDWORLDVAR x
Stack before:
int val
world var x += val
*34: PCD_SUBSCRIPTVAR x
Stack before:
int val
script var x -= val
*35: PCD_SUBMAPVAR x
Stack before:
int val
map var x -= val
*36: PCD_SUBWORLDVAR x
Stack before:
int val
world var x -= val
*37: PCD_MULSCRIPTVAR x
Stack before:
int val
script var x *= val
*38: PCD_MULMAPVAR x
Stack before:
int val
map var x *= val
*39: PCD_MULWORLDVAR x
Stack before:
int val
world var x *= val
*40: PCD_DIVSCRIPTVAR x
Stack before:
int val
script var x /= val
*41: PCD_DIVMAPVAR x
Stack before:
int val
map var x /= val
*42: PCD_DIVWORLDVAR x
Stack before:
int val
world var x /= val
*43: PCD_MODSCRIPTVAR x
Stack before:
int val
script var x %= val
*44: PCD_MODMAPVAR x
Stack before:
int val
map var x %= val
*45: PCD_MODWORLDVAR x
Stack before:
int val
world var x %= val
*46: PCD_INCSCRIPTVAR x
script var x += 1
*47: PCD_INCMAPVAR x
map var x += 1
*48: PCD_INCWORLDVAR x
world var x += 1
*49: PCD_DECSCRIPTVAR x
script var x -= 1
*50: PCD_DECMAPVAR x
map var x -= 1
*51: PCD_DECWORLDVAR x
world varx -= 1
*52: PCD_GOTO x
Jump to offset x (relative to beginning of object file).
*53: PCD_IFGOTO x
Stack before:
int boolean
If the boolean is true, jump to offset x.
*54: PCD_DROP
Stack before:
int anything
Pop one number off the stack and discard it.
*55: PCD_DELAY
Stack before:
int tics
Pop a number off the stick and delay for that many tics.
*56: PCD_DELAYDIRECT x
Delay for x tics.
*57: PCD_RANDOM
Stack before:
int minval
int maxval
Stack after:
int random(minval, maxval)
*58: PCD_RANDOMDIRECT x y
Stack after:
int random(x, y)
*59: PCD_THINGCOUNT
Stack before:
int type
int tid
Stack after:
int thingcount(type,tid)
*60: PCD_THINGCOUNTDIRECT x y
Stack after:
int thingcount(x, y)
*61: PCD_TAGWAIT
Stack before:
int tag
Pops a tag value off the stack and suspends execution of the current
script until all sectors with a matching tag value are inactive.
*62: PCD_TAGWAITDIRECT x
Waits for all sectors with tag x to become inactive before continuing
execution of the current script.
*63: PCD_POLYWAIT
Stack before:
int po
Suspends execution of the current script until polyobj po is inactive.
*64: PCD_POLYWAITDIRECT x
Suspends execution of the current script until polyobj x is inactive.
*65: PCD_CHANGEFLOOR
Stack before:
int tag
str flatname
Sets the floor flat of all sectors tagged with tag to flatname.
*66: PCD_CHANGEFLOORDIRECT x y
Sets the floor flat of all sectors tagged with x to y.
*67: PCD_CHANGECEILING
Stack before:
int tag
str flatname
Sets the ceiling flat of all sectors tagged with tag to flatname.
*68: PCD_CHANGECEILINGDIRECT x y
Sets the ceiling flat of all sectors tagged with x to y.
*69: PCD_RESTART
Restart execution of the current script from the beginning.
*70: PCD_ANDLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 && boolean2)
*71: PCD_ORLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 || boolean2)
*72: PCD_ANDBITWISE
Stack before:
int param1
int param2
Stack after
int (param1 & param2)
*73: PCD_ORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 | param2)
*74: PCD_EORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 ^ param2)
*75: PCD_NEGATELOGICAL
Stack before:
int val
Stack after:
int (!val)
*76: PCD_LSHIFT
Stack before:
int a
int b
Stack after:
int (a << b)
*77: PCD_RSHIFT
Stack before:
int a
int b
Stack after:
int (a >> b)
*78: PCD_UNARYMINUS
Stack before:
int val
Stack after:
int (-val)
*79: PCD_IFNOTGOTO x
Stack before:
int boolean
If boolean is false, jump to offset x.
*80: PCD_LINESIDE
Stack after:
int lineside
lineside is a numerical parameter indicating which side of the line
activated this script.
*81: PCD_SCRIPTWAIT
Stack before:
int scr
Suspend execution of the current script until script scr has
terminated.
*82: PCD_SCRIPTWAITDIRECT x
Suspend execution of the current script until script x has
terminated.
*83: PCD_CLEARLINESPECIAL
Clears the special of the activating line.
*84: PCD_CASEGOTO x y
Stack before:
int val
Stack after:
int val (if not taken)
If the val == x, pop it and jump to offset y.
*85: PCD_BEGINPRINT
Prepare to build a string to output to the screen by creating a new
empty working string.
*86: PCD_ENDPRINT
Output the current working string to the local machine's screen.
*87: PCD_PRINTSTRING
Stack before:
str string
Pop a string index off the stack and append it to the current
working string.
*88: PCD_PRINTNUMBER
Stack before:
int num
Append num to the current working string in its ASCII representation.
*89: PCD_PRINTCHARACTER
Stack before:
int char
Append the ASCII character char to the current working string.
*90: PCD_PLAYERCOUNT
Stack after:
int playercount
playercount is the number of players in the game.
*91: PCD_GAMETYPE
Stack after:
int gametype
gametype represents the current game type.
*92: PCD_GAMESKILL
Stack after:
int gameskill
gameskill is the current game skill.
*93: PCD_TIMER
Stack after:
int gametime
gametime is the current level time in tics.
*94: PCD_SECTORSOUND
Stack before:
str name
int volume
Pops two values off the stack and plays a sound in the sector
pointed at by this script's activating linedef.
*95: PCD_AMBIENTSOUND
Stack before:
str snd
int vol
Plays the sound snd at volume vol (0-127) on the local machine.
*96: PCD_SOUNDSEQUENCE
Stack before:
str seq
Plays the sound sequence seq in the facing sector.
*97: PCD_SETLINETEXTURE
Stack before:
int line
int side
int position
str texturename
*98: PCD_SETLINEBLOCKING
Stack before:
int line
int blocking
*99: PCD_SETLINESPECIAL
Stack before:
int line
int special
int arg1
int arg2
int arg3
int arg4
int arg5
Sets the line special and args for all matching lines.
*100: PCD_THINGSOUND
Stack before:
int tid
str name
int volume
Plays a sound at all things marked with tid.
*101: PCD_ENDPRINTBOLD
Print the current working string to the screen of all computers in
the game.
== Sources ==
[http://www.zdoom.org/files/utils/utils050999.zip Zdoom utilities (text file found here)]
942b4d7d63f9864ded03a0208dbd8eb5d55d897b
2614
2613
2006-11-19T22:55:36Z
Zorro
22
/* Sources */
wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter.
== ACS Specifications ==
ACS File Format
---------------
(All numbers are little-endian and 32 bits long)
(Pointers are relative to the beginning of the lump)
{| border="1" width="75%"
!Bytes 0 - 3
|ACS\0' (0x00534341)
|-
!Bytes 4 - 7
|Pointer to script and text pointers
|-
!Bytes 8 -...
|Varies
|}
-------------
Pointer Table
-------------
The first dword is a count of the number of scripts in the lump. It is
immediately followed by an entry for each script in the lump. These
entries are of the format:
DWORD 0 This script's number
DWORD 1 A pointer to the start of the script
DWORD 2 The number of parameters the script accepts
These are then followed by a dword indicating how many different strings
are in the script. The remaining dwords contain pointers to each of the
strings.
------------
Script Codes
------------
Compiled ACS scripts do not distinguish between their arguments and
their local variables. When a script is executed, it's parameters
are copied to its first x local variables, where x is the number of
parameters the script takes. The ACC compiler will output an error
for any script with more than 10 local variables (including
parameters), so it's probably safe to allocate enough space for only
10 variables in an ACS interpreter.
There are 64 world variables available (numbered 0-63) that are
accessible from scripts executed from any map in a single hub. Each
map can also have 32 map variables accessible to all scripts in that
map, but not by scripts in other maps.
ACS's internal functions are actually opcodes. Some use arguments on
the stack, and others have their arguments immediately following them
in the code. For those that use arguments on the stack, the arguments
are first pushed on to the stack in sequence, and then the function's
opcode is stored. If the function uses a string as an argument, then
the string's index is pushed onto the stack as a number. Functions
are responsible for popping the arguments passed to them before they
return. The first value pushed is the function's first parameter, the
second value pushed is the second parameter, etc.
#0: PCD_NOP
#1: PCD_TERMINATE
#2: PCD_SUSPEND
#3: PCD_PUSHNUMBER x
#4: PCD_LSPEC1 x
#5: PCD_LSPEC2 x
#6: PCD_LSPEC3 x
#7: PCD_LSPEC4 x
#8: PCD_LSPEC5 x
#9: PCD_LSPEC1DIRECT x a
#10: PCD_LSPEC2DIRECT x a b
#11: PCD_LSPEC3DIRECT x a b c
#12: PCD_LSPEC4DIRECT x a b c d
#13: PCD_LSPEC5DIRECT x a b c d e
#14: PCD_ADD
#15: PCD_SUBTRACT
#16: PCD_MULTIPLY
#17: PCD_DIVIDE
#18: PCD_MODULUS
#19: PCD_EQ
#20: PCD_NE
#21: PCD_LT
#22: PCD_GT
#23: PCD_LE
#24: PCD_GE
#25: PCD_ASSIGNSCRIPTVAR x
#26: PCD_ASSIGNMAPVAR x
#27: PCD_ASSIGNWORLDVAR x
#28: PCD_PUSHSCRIPTVAR x
#29: PCD_PUSHMAPVAR x
#30: PCD_PUSHWORLDVAR x
#31: PCD_ADDSCRIPTVAR x
#32: PCD_ADDMAPVAR x
#33: PCD_ADDWORLDVAR x
#34: PCD_SUBSCRIPTVAR x
#35: PCD_SUBMAPVAR x
#36: PCD_SUBWORLDVAR x
#37: PCD_MULSCRIPTVAR x
#38: PCD_MULMAPVAR x
#39: PCD_MULWORLDVAR x
#40: PCD_DIVSCRIPTVAR x
#41: PCD_DIVMAPVAR x
#42: PCD_DIVWORLDVAR x
#43: PCD_MODSCRIPTVAR x
#44: PCD_MODMAPVAR x
#45: PCD_MODWORLDVAR x
#46: PCD_INCSCRIPTVAR x
#47: PCD_INCMAPVAR x
#48: PCD_INCWORLDVAR x
#49: PCD_DECSCRIPTVAR x
#50: PCD_DECMAPVAR x
#51: PCD_DECWORLDVAR x
#52: PCD_GOTO x
#53: PCD_IFGOTO x
#54: PCD_DROP
#55: PCD_DELAY
#56: PCD_DELAYDIRECT x
#57: PCD_RANDOM
#58: PCD_RANDOMDIRECT x y
#59: PCD_THINGCOUNT
#60: PCD_THINGCOUNTDIRECT x y
#61: PCD_TAGWAIT
#62: PCD_TAGWAITDIRECT x
#63: PCD_POLYWAIT
#64: PCD_POLYWAITDIRECT x
#65: PCD_CHANGEFLOOR
#66: PCD_CHANGEFLOORDIRECT x y
#67: PCD_CHANGECEILING
#68: PCD_CHANGECEILINGDIRECT x y
#69: PCD_RESTART
#70: PCD_ANDLOGICAL
#71: PCD_ORLOGICAL
#72: PCD_ANDBITWISE
#73: PCD_ORBITWISE
#74: PCD_EORBITWISE
#75: PCD_NEGATELOGICAL
#76: PCD_LSHIFT
#77: PCD_RSHIFT
#78: PCD_UNARYMINUS
#79: PCD_IFNOTGOTO x
#80: PCD_LINESIDE
#81: PCD_SCRIPTWAIT
#82: PCD_SCRIPTWAITDIRECT x
#83: PCD_CLEARLINESPECIAL
#84: PCD_CASEGOTO x y
#85: PCD_BEGINPRINT
#86: PCD_ENDPRINT
#87: PCD_PRINTSTRING
#88: PCD_PRINTNUMBER
#89: PCD_PRINTCHARACTER
#90: PCD_PLAYERCOUNT
#91: PCD_GAMETYPE
#92: PCD_GAMESKILL
#93: PCD_TIMER
#94: PCD_SECTORSOUND
#95: PCD_AMBIENTSOUND
#96: PCD_SOUNDSEQUENCE
#97: PCD_SETLINETEXTURE
#98: PCD_SETLINEBLOCKING
#99: PCD_SETLINESPECIAL
#100: PCD_THINGSOUND
#101: PCD_ENDPRINTBOLD
*1: PCD_TERMINATE
Terminates script execution.
*3: PCD_PUSHNUMBER x
Push x onto the stack.
*4: PCD_LSPEC1 x
Execute line special x. It takes one argument on the stack.
*5: PCD_LSPEC2 x
Execute line special x. It takes two arguments on the stack.
*6: PCD_LSPEC3 x
Execute line special x. It takes three argument on the stack.
*7: PCD_LSPEC4 x
Execute line special x. It takes four argument on the stack.
*8: PCD_LSPEC5 x
Execute line special x. It takes five argument on the stack.
*9: PCD_LSPEC1DIRECT x a
Execute line special x (a).
*10: PCD_LSPEC2DIRECT x a b
Execute line special x (a, b).
*11: PCD_LSPEC3DIRECT x a b c
Execute line special x (a, b, c).
*12: PCD_LSPEC4DIRECT x a b c d
Execute line special x (a, b, c, d).
*13: PCD_LSPEC5DIRECT x a b c d e
Execute line special x (a, b, c, d, e).
*14: PCD_ADD
Stack before:
int val1
int val2
Stack after:
int (val1 + val2)
*15: PCD_SUBTRACT
Stack before:
int val1
int val2
Stack after:
int (val1 - val2)
*16: PCD_MULTIPLY
Stack before:
int val1
int val2
Stack after:
int (val1 * val2)
*17: PCD_DIVIDE
Stack before:
int val1
int val2
Stack after:
int (val1 / val2)
*18: PCD_MODULUS
Stack before:
int val1
int val2
Stack after:
int (val1 % val2)
*19: PCD_EQ
Stack before:
int val1
int val2
Stack after:
(val1 == val2)
*20: PCD_NE
Stack before:
int val1
int val2
Stack after:
(val1 != val2)
*21: PCD_LT
Stack before:
int val1
int val2
Stack after:
(val1 < val2)
*22: PCD_GT
Stack before:
int val1
int val2
Stack after:
(val1 > val2)
*23: PCD_LE
Stack before:
int val1
int val2
Stack after:
(val1 <= val2)
*24: PCD_GE
Stack before:
int val1
int val2
Stack after:
(val1 >= val2)
*25: PCD_ASSIGNSCRIPTVAR x
Stack before:
int val
Store val in script var x.
*26: PCD_ASSIGNMAPVAR x
Stack before:
int val
Store val in map var x.
*27: PCD_ASSIGNWORLDVAR x
Stack before:
int val
Store val in world var x.
*28: PCD_PUSHSCRIPTVAR x
Push value of script var x onto the stack.
*29: PCD_PUSHMAPVAR x
Push value of map var x onto the stack.
*30: PCD_PUSHWORLDVAR x
Push value of world var x onto the stack.
*31: PCD_ADDSCRIPTVAR x
Stack before:
int val
script var x += val
*32: PCD_ADDMAPVAR x
Stack before:
int val
map var x += val
*33: PCD_ADDWORLDVAR x
Stack before:
int val
world var x += val
*34: PCD_SUBSCRIPTVAR x
Stack before:
int val
script var x -= val
*35: PCD_SUBMAPVAR x
Stack before:
int val
map var x -= val
*36: PCD_SUBWORLDVAR x
Stack before:
int val
world var x -= val
*37: PCD_MULSCRIPTVAR x
Stack before:
int val
script var x *= val
*38: PCD_MULMAPVAR x
Stack before:
int val
map var x *= val
*39: PCD_MULWORLDVAR x
Stack before:
int val
world var x *= val
*40: PCD_DIVSCRIPTVAR x
Stack before:
int val
script var x /= val
*41: PCD_DIVMAPVAR x
Stack before:
int val
map var x /= val
*42: PCD_DIVWORLDVAR x
Stack before:
int val
world var x /= val
*43: PCD_MODSCRIPTVAR x
Stack before:
int val
script var x %= val
*44: PCD_MODMAPVAR x
Stack before:
int val
map var x %= val
*45: PCD_MODWORLDVAR x
Stack before:
int val
world var x %= val
*46: PCD_INCSCRIPTVAR x
script var x += 1
*47: PCD_INCMAPVAR x
map var x += 1
*48: PCD_INCWORLDVAR x
world var x += 1
*49: PCD_DECSCRIPTVAR x
script var x -= 1
*50: PCD_DECMAPVAR x
map var x -= 1
*51: PCD_DECWORLDVAR x
world varx -= 1
*52: PCD_GOTO x
Jump to offset x (relative to beginning of object file).
*53: PCD_IFGOTO x
Stack before:
int boolean
If the boolean is true, jump to offset x.
*54: PCD_DROP
Stack before:
int anything
Pop one number off the stack and discard it.
*55: PCD_DELAY
Stack before:
int tics
Pop a number off the stick and delay for that many tics.
*56: PCD_DELAYDIRECT x
Delay for x tics.
*57: PCD_RANDOM
Stack before:
int minval
int maxval
Stack after:
int random(minval, maxval)
*58: PCD_RANDOMDIRECT x y
Stack after:
int random(x, y)
*59: PCD_THINGCOUNT
Stack before:
int type
int tid
Stack after:
int thingcount(type,tid)
*60: PCD_THINGCOUNTDIRECT x y
Stack after:
int thingcount(x, y)
*61: PCD_TAGWAIT
Stack before:
int tag
Pops a tag value off the stack and suspends execution of the current
script until all sectors with a matching tag value are inactive.
*62: PCD_TAGWAITDIRECT x
Waits for all sectors with tag x to become inactive before continuing
execution of the current script.
*63: PCD_POLYWAIT
Stack before:
int po
Suspends execution of the current script until polyobj po is inactive.
*64: PCD_POLYWAITDIRECT x
Suspends execution of the current script until polyobj x is inactive.
*65: PCD_CHANGEFLOOR
Stack before:
int tag
str flatname
Sets the floor flat of all sectors tagged with tag to flatname.
*66: PCD_CHANGEFLOORDIRECT x y
Sets the floor flat of all sectors tagged with x to y.
*67: PCD_CHANGECEILING
Stack before:
int tag
str flatname
Sets the ceiling flat of all sectors tagged with tag to flatname.
*68: PCD_CHANGECEILINGDIRECT x y
Sets the ceiling flat of all sectors tagged with x to y.
*69: PCD_RESTART
Restart execution of the current script from the beginning.
*70: PCD_ANDLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 && boolean2)
*71: PCD_ORLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 || boolean2)
*72: PCD_ANDBITWISE
Stack before:
int param1
int param2
Stack after
int (param1 & param2)
*73: PCD_ORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 | param2)
*74: PCD_EORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 ^ param2)
*75: PCD_NEGATELOGICAL
Stack before:
int val
Stack after:
int (!val)
*76: PCD_LSHIFT
Stack before:
int a
int b
Stack after:
int (a << b)
*77: PCD_RSHIFT
Stack before:
int a
int b
Stack after:
int (a >> b)
*78: PCD_UNARYMINUS
Stack before:
int val
Stack after:
int (-val)
*79: PCD_IFNOTGOTO x
Stack before:
int boolean
If boolean is false, jump to offset x.
*80: PCD_LINESIDE
Stack after:
int lineside
lineside is a numerical parameter indicating which side of the line
activated this script.
*81: PCD_SCRIPTWAIT
Stack before:
int scr
Suspend execution of the current script until script scr has
terminated.
*82: PCD_SCRIPTWAITDIRECT x
Suspend execution of the current script until script x has
terminated.
*83: PCD_CLEARLINESPECIAL
Clears the special of the activating line.
*84: PCD_CASEGOTO x y
Stack before:
int val
Stack after:
int val (if not taken)
If the val == x, pop it and jump to offset y.
*85: PCD_BEGINPRINT
Prepare to build a string to output to the screen by creating a new
empty working string.
*86: PCD_ENDPRINT
Output the current working string to the local machine's screen.
*87: PCD_PRINTSTRING
Stack before:
str string
Pop a string index off the stack and append it to the current
working string.
*88: PCD_PRINTNUMBER
Stack before:
int num
Append num to the current working string in its ASCII representation.
*89: PCD_PRINTCHARACTER
Stack before:
int char
Append the ASCII character char to the current working string.
*90: PCD_PLAYERCOUNT
Stack after:
int playercount
playercount is the number of players in the game.
*91: PCD_GAMETYPE
Stack after:
int gametype
gametype represents the current game type.
*92: PCD_GAMESKILL
Stack after:
int gameskill
gameskill is the current game skill.
*93: PCD_TIMER
Stack after:
int gametime
gametime is the current level time in tics.
*94: PCD_SECTORSOUND
Stack before:
str name
int volume
Pops two values off the stack and plays a sound in the sector
pointed at by this script's activating linedef.
*95: PCD_AMBIENTSOUND
Stack before:
str snd
int vol
Plays the sound snd at volume vol (0-127) on the local machine.
*96: PCD_SOUNDSEQUENCE
Stack before:
str seq
Plays the sound sequence seq in the facing sector.
*97: PCD_SETLINETEXTURE
Stack before:
int line
int side
int position
str texturename
*98: PCD_SETLINEBLOCKING
Stack before:
int line
int blocking
*99: PCD_SETLINESPECIAL
Stack before:
int line
int special
int arg1
int arg2
int arg3
int arg4
int arg5
Sets the line special and args for all matching lines.
*100: PCD_THINGSOUND
Stack before:
int tid
str name
int volume
Plays a sound at all things marked with tid.
*101: PCD_ENDPRINTBOLD
Print the current working string to the screen of all computers in
the game.
== Sources ==
[http://www.zdoom.org/files/utils/utils050999.zip|Zdoom utilities (text file found here)]
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ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter.
== ACS Specifications ==
ACS File Format
---------------
(All numbers are little-endian and 32 bits long)
(Pointers are relative to the beginning of the lump)
{| border="1" width="75%"
!Bytes 0 - 3
|ACS\0' (0x00534341)
|-
!Bytes 4 - 7
|Pointer to script and text pointers
|-
!Bytes 8 -...
|Varies
|}
-------------
Pointer Table
-------------
The first dword is a count of the number of scripts in the lump. It is
immediately followed by an entry for each script in the lump. These
entries are of the format:
DWORD 0 This script's number
DWORD 1 A pointer to the start of the script
DWORD 2 The number of parameters the script accepts
These are then followed by a dword indicating how many different strings
are in the script. The remaining dwords contain pointers to each of the
strings.
------------
Script Codes
------------
Compiled ACS scripts do not distinguish between their arguments and
their local variables. When a script is executed, it's parameters
are copied to its first x local variables, where x is the number of
parameters the script takes. The ACC compiler will output an error
for any script with more than 10 local variables (including
parameters), so it's probably safe to allocate enough space for only
10 variables in an ACS interpreter.
There are 64 world variables available (numbered 0-63) that are
accessible from scripts executed from any map in a single hub. Each
map can also have 32 map variables accessible to all scripts in that
map, but not by scripts in other maps.
ACS's internal functions are actually opcodes. Some use arguments on
the stack, and others have their arguments immediately following them
in the code. For those that use arguments on the stack, the arguments
are first pushed on to the stack in sequence, and then the function's
opcode is stored. If the function uses a string as an argument, then
the string's index is pushed onto the stack as a number. Functions
are responsible for popping the arguments passed to them before they
return. The first value pushed is the function's first parameter, the
second value pushed is the second parameter, etc.
#0: PCD_NOP
#1: PCD_TERMINATE
#2: PCD_SUSPEND
#3: PCD_PUSHNUMBER x
#4: PCD_LSPEC1 x
#5: PCD_LSPEC2 x
#6: PCD_LSPEC3 x
#7: PCD_LSPEC4 x
#8: PCD_LSPEC5 x
#9: PCD_LSPEC1DIRECT x a
#10: PCD_LSPEC2DIRECT x a b
#11: PCD_LSPEC3DIRECT x a b c
#12: PCD_LSPEC4DIRECT x a b c d
#13: PCD_LSPEC5DIRECT x a b c d e
#14: PCD_ADD
#15: PCD_SUBTRACT
#16: PCD_MULTIPLY
#17: PCD_DIVIDE
#18: PCD_MODULUS
#19: PCD_EQ
#20: PCD_NE
#21: PCD_LT
#22: PCD_GT
#23: PCD_LE
#24: PCD_GE
#25: PCD_ASSIGNSCRIPTVAR x
#26: PCD_ASSIGNMAPVAR x
#27: PCD_ASSIGNWORLDVAR x
#28: PCD_PUSHSCRIPTVAR x
#29: PCD_PUSHMAPVAR x
#30: PCD_PUSHWORLDVAR x
#31: PCD_ADDSCRIPTVAR x
#32: PCD_ADDMAPVAR x
#33: PCD_ADDWORLDVAR x
#34: PCD_SUBSCRIPTVAR x
#35: PCD_SUBMAPVAR x
#36: PCD_SUBWORLDVAR x
#37: PCD_MULSCRIPTVAR x
#38: PCD_MULMAPVAR x
#39: PCD_MULWORLDVAR x
#40: PCD_DIVSCRIPTVAR x
#41: PCD_DIVMAPVAR x
#42: PCD_DIVWORLDVAR x
#43: PCD_MODSCRIPTVAR x
#44: PCD_MODMAPVAR x
#45: PCD_MODWORLDVAR x
#46: PCD_INCSCRIPTVAR x
#47: PCD_INCMAPVAR x
#48: PCD_INCWORLDVAR x
#49: PCD_DECSCRIPTVAR x
#50: PCD_DECMAPVAR x
#51: PCD_DECWORLDVAR x
#52: PCD_GOTO x
#53: PCD_IFGOTO x
#54: PCD_DROP
#55: PCD_DELAY
#56: PCD_DELAYDIRECT x
#57: PCD_RANDOM
#58: PCD_RANDOMDIRECT x y
#59: PCD_THINGCOUNT
#60: PCD_THINGCOUNTDIRECT x y
#61: PCD_TAGWAIT
#62: PCD_TAGWAITDIRECT x
#63: PCD_POLYWAIT
#64: PCD_POLYWAITDIRECT x
#65: PCD_CHANGEFLOOR
#66: PCD_CHANGEFLOORDIRECT x y
#67: PCD_CHANGECEILING
#68: PCD_CHANGECEILINGDIRECT x y
#69: PCD_RESTART
#70: PCD_ANDLOGICAL
#71: PCD_ORLOGICAL
#72: PCD_ANDBITWISE
#73: PCD_ORBITWISE
#74: PCD_EORBITWISE
#75: PCD_NEGATELOGICAL
#76: PCD_LSHIFT
#77: PCD_RSHIFT
#78: PCD_UNARYMINUS
#79: PCD_IFNOTGOTO x
#80: PCD_LINESIDE
#81: PCD_SCRIPTWAIT
#82: PCD_SCRIPTWAITDIRECT x
#83: PCD_CLEARLINESPECIAL
#84: PCD_CASEGOTO x y
#85: PCD_BEGINPRINT
#86: PCD_ENDPRINT
#87: PCD_PRINTSTRING
#88: PCD_PRINTNUMBER
#89: PCD_PRINTCHARACTER
#90: PCD_PLAYERCOUNT
#91: PCD_GAMETYPE
#92: PCD_GAMESKILL
#93: PCD_TIMER
#94: PCD_SECTORSOUND
#95: PCD_AMBIENTSOUND
#96: PCD_SOUNDSEQUENCE
#97: PCD_SETLINETEXTURE
#98: PCD_SETLINEBLOCKING
#99: PCD_SETLINESPECIAL
#100: PCD_THINGSOUND
#101: PCD_ENDPRINTBOLD
*1: PCD_TERMINATE
Terminates script execution.
*3: PCD_PUSHNUMBER x
Push x onto the stack.
*4: PCD_LSPEC1 x
Execute line special x. It takes one argument on the stack.
*5: PCD_LSPEC2 x
Execute line special x. It takes two arguments on the stack.
*6: PCD_LSPEC3 x
Execute line special x. It takes three argument on the stack.
*7: PCD_LSPEC4 x
Execute line special x. It takes four argument on the stack.
*8: PCD_LSPEC5 x
Execute line special x. It takes five argument on the stack.
*9: PCD_LSPEC1DIRECT x a
Execute line special x (a).
*10: PCD_LSPEC2DIRECT x a b
Execute line special x (a, b).
*11: PCD_LSPEC3DIRECT x a b c
Execute line special x (a, b, c).
*12: PCD_LSPEC4DIRECT x a b c d
Execute line special x (a, b, c, d).
*13: PCD_LSPEC5DIRECT x a b c d e
Execute line special x (a, b, c, d, e).
*14: PCD_ADD
Stack before:
int val1
int val2
Stack after:
int (val1 + val2)
*15: PCD_SUBTRACT
Stack before:
int val1
int val2
Stack after:
int (val1 - val2)
*16: PCD_MULTIPLY
Stack before:
int val1
int val2
Stack after:
int (val1 * val2)
*17: PCD_DIVIDE
Stack before:
int val1
int val2
Stack after:
int (val1 / val2)
*18: PCD_MODULUS
Stack before:
int val1
int val2
Stack after:
int (val1 % val2)
*19: PCD_EQ
Stack before:
int val1
int val2
Stack after:
(val1 == val2)
*20: PCD_NE
Stack before:
int val1
int val2
Stack after:
(val1 != val2)
*21: PCD_LT
Stack before:
int val1
int val2
Stack after:
(val1 < val2)
*22: PCD_GT
Stack before:
int val1
int val2
Stack after:
(val1 > val2)
*23: PCD_LE
Stack before:
int val1
int val2
Stack after:
(val1 <= val2)
*24: PCD_GE
Stack before:
int val1
int val2
Stack after:
(val1 >= val2)
*25: PCD_ASSIGNSCRIPTVAR x
Stack before:
int val
Store val in script var x.
*26: PCD_ASSIGNMAPVAR x
Stack before:
int val
Store val in map var x.
*27: PCD_ASSIGNWORLDVAR x
Stack before:
int val
Store val in world var x.
*28: PCD_PUSHSCRIPTVAR x
Push value of script var x onto the stack.
*29: PCD_PUSHMAPVAR x
Push value of map var x onto the stack.
*30: PCD_PUSHWORLDVAR x
Push value of world var x onto the stack.
*31: PCD_ADDSCRIPTVAR x
Stack before:
int val
script var x += val
*32: PCD_ADDMAPVAR x
Stack before:
int val
map var x += val
*33: PCD_ADDWORLDVAR x
Stack before:
int val
world var x += val
*34: PCD_SUBSCRIPTVAR x
Stack before:
int val
script var x -= val
*35: PCD_SUBMAPVAR x
Stack before:
int val
map var x -= val
*36: PCD_SUBWORLDVAR x
Stack before:
int val
world var x -= val
*37: PCD_MULSCRIPTVAR x
Stack before:
int val
script var x *= val
*38: PCD_MULMAPVAR x
Stack before:
int val
map var x *= val
*39: PCD_MULWORLDVAR x
Stack before:
int val
world var x *= val
*40: PCD_DIVSCRIPTVAR x
Stack before:
int val
script var x /= val
*41: PCD_DIVMAPVAR x
Stack before:
int val
map var x /= val
*42: PCD_DIVWORLDVAR x
Stack before:
int val
world var x /= val
*43: PCD_MODSCRIPTVAR x
Stack before:
int val
script var x %= val
*44: PCD_MODMAPVAR x
Stack before:
int val
map var x %= val
*45: PCD_MODWORLDVAR x
Stack before:
int val
world var x %= val
*46: PCD_INCSCRIPTVAR x
script var x += 1
*47: PCD_INCMAPVAR x
map var x += 1
*48: PCD_INCWORLDVAR x
world var x += 1
*49: PCD_DECSCRIPTVAR x
script var x -= 1
*50: PCD_DECMAPVAR x
map var x -= 1
*51: PCD_DECWORLDVAR x
world varx -= 1
*52: PCD_GOTO x
Jump to offset x (relative to beginning of object file).
*53: PCD_IFGOTO x
Stack before:
int boolean
If the boolean is true, jump to offset x.
*54: PCD_DROP
Stack before:
int anything
Pop one number off the stack and discard it.
*55: PCD_DELAY
Stack before:
int tics
Pop a number off the stick and delay for that many tics.
*56: PCD_DELAYDIRECT x
Delay for x tics.
*57: PCD_RANDOM
Stack before:
int minval
int maxval
Stack after:
int random(minval, maxval)
*58: PCD_RANDOMDIRECT x y
Stack after:
int random(x, y)
*59: PCD_THINGCOUNT
Stack before:
int type
int tid
Stack after:
int thingcount(type,tid)
*60: PCD_THINGCOUNTDIRECT x y
Stack after:
int thingcount(x, y)
*61: PCD_TAGWAIT
Stack before:
int tag
Pops a tag value off the stack and suspends execution of the current
script until all sectors with a matching tag value are inactive.
*62: PCD_TAGWAITDIRECT x
Waits for all sectors with tag x to become inactive before continuing
execution of the current script.
*63: PCD_POLYWAIT
Stack before:
int po
Suspends execution of the current script until polyobj po is inactive.
*64: PCD_POLYWAITDIRECT x
Suspends execution of the current script until polyobj x is inactive.
*65: PCD_CHANGEFLOOR
Stack before:
int tag
str flatname
Sets the floor flat of all sectors tagged with tag to flatname.
*66: PCD_CHANGEFLOORDIRECT x y
Sets the floor flat of all sectors tagged with x to y.
*67: PCD_CHANGECEILING
Stack before:
int tag
str flatname
Sets the ceiling flat of all sectors tagged with tag to flatname.
*68: PCD_CHANGECEILINGDIRECT x y
Sets the ceiling flat of all sectors tagged with x to y.
*69: PCD_RESTART
Restart execution of the current script from the beginning.
*70: PCD_ANDLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 && boolean2)
*71: PCD_ORLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 || boolean2)
*72: PCD_ANDBITWISE
Stack before:
int param1
int param2
Stack after
int (param1 & param2)
*73: PCD_ORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 | param2)
*74: PCD_EORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 ^ param2)
*75: PCD_NEGATELOGICAL
Stack before:
int val
Stack after:
int (!val)
*76: PCD_LSHIFT
Stack before:
int a
int b
Stack after:
int (a << b)
*77: PCD_RSHIFT
Stack before:
int a
int b
Stack after:
int (a >> b)
*78: PCD_UNARYMINUS
Stack before:
int val
Stack after:
int (-val)
*79: PCD_IFNOTGOTO x
Stack before:
int boolean
If boolean is false, jump to offset x.
*80: PCD_LINESIDE
Stack after:
int lineside
lineside is a numerical parameter indicating which side of the line
activated this script.
*81: PCD_SCRIPTWAIT
Stack before:
int scr
Suspend execution of the current script until script scr has
terminated.
*82: PCD_SCRIPTWAITDIRECT x
Suspend execution of the current script until script x has
terminated.
*83: PCD_CLEARLINESPECIAL
Clears the special of the activating line.
*84: PCD_CASEGOTO x y
Stack before:
int val
Stack after:
int val (if not taken)
If the val == x, pop it and jump to offset y.
*85: PCD_BEGINPRINT
Prepare to build a string to output to the screen by creating a new
empty working string.
*86: PCD_ENDPRINT
Output the current working string to the local machine's screen.
*87: PCD_PRINTSTRING
Stack before:
str string
Pop a string index off the stack and append it to the current
working string.
*88: PCD_PRINTNUMBER
Stack before:
int num
Append num to the current working string in its ASCII representation.
*89: PCD_PRINTCHARACTER
Stack before:
int char
Append the ASCII character char to the current working string.
*90: PCD_PLAYERCOUNT
Stack after:
int playercount
playercount is the number of players in the game.
*91: PCD_GAMETYPE
Stack after:
int gametype
gametype represents the current game type.
*92: PCD_GAMESKILL
Stack after:
int gameskill
gameskill is the current game skill.
*93: PCD_TIMER
Stack after:
int gametime
gametime is the current level time in tics.
*94: PCD_SECTORSOUND
Stack before:
str name
int volume
Pops two values off the stack and plays a sound in the sector
pointed at by this script's activating linedef.
*95: PCD_AMBIENTSOUND
Stack before:
str snd
int vol
Plays the sound snd at volume vol (0-127) on the local machine.
*96: PCD_SOUNDSEQUENCE
Stack before:
str seq
Plays the sound sequence seq in the facing sector.
*97: PCD_SETLINETEXTURE
Stack before:
int line
int side
int position
str texturename
*98: PCD_SETLINEBLOCKING
Stack before:
int line
int blocking
*99: PCD_SETLINESPECIAL
Stack before:
int line
int special
int arg1
int arg2
int arg3
int arg4
int arg5
Sets the line special and args for all matching lines.
*100: PCD_THINGSOUND
Stack before:
int tid
str name
int volume
Plays a sound at all things marked with tid.
*101: PCD_ENDPRINTBOLD
Print the current working string to the screen of all computers in
the game.
== Sources ==
[[http://www.zdoom.org/files/utils/utils050999.zip|Zdoom utilities (text file found here)]]
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ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter.
== ACS Specifications ==
ACS File Format
---------------
(All numbers are little-endian and 32 bits long)
(Pointers are relative to the beginning of the lump)
{| border="1" width="75%"
!Bytes 0 - 3
|ACS\0' (0x00534341)
|-
!Bytes 4 - 7
|Pointer to script and text pointers
|-
!Bytes 8 -...
|Varies
|}
-------------
Pointer Table
-------------
The first dword is a count of the number of scripts in the lump. It is
immediately followed by an entry for each script in the lump. These
entries are of the format:
DWORD 0 This script's number
DWORD 1 A pointer to the start of the script
DWORD 2 The number of parameters the script accepts
These are then followed by a dword indicating how many different strings
are in the script. The remaining dwords contain pointers to each of the
strings.
------------
Script Codes
------------
Compiled ACS scripts do not distinguish between their arguments and
their local variables. When a script is executed, it's parameters
are copied to its first x local variables, where x is the number of
parameters the script takes. The ACC compiler will output an error
for any script with more than 10 local variables (including
parameters), so it's probably safe to allocate enough space for only
10 variables in an ACS interpreter.
There are 64 world variables available (numbered 0-63) that are
accessible from scripts executed from any map in a single hub. Each
map can also have 32 map variables accessible to all scripts in that
map, but not by scripts in other maps.
ACS's internal functions are actually opcodes. Some use arguments on
the stack, and others have their arguments immediately following them
in the code. For those that use arguments on the stack, the arguments
are first pushed on to the stack in sequence, and then the function's
opcode is stored. If the function uses a string as an argument, then
the string's index is pushed onto the stack as a number. Functions
are responsible for popping the arguments passed to them before they
return. The first value pushed is the function's first parameter, the
second value pushed is the second parameter, etc.
#0: PCD_NOP
#1: PCD_TERMINATE
#2: PCD_SUSPEND
#3: PCD_PUSHNUMBER x
#4: PCD_LSPEC1 x
#5: PCD_LSPEC2 x
#6: PCD_LSPEC3 x
#7: PCD_LSPEC4 x
#8: PCD_LSPEC5 x
#9: PCD_LSPEC1DIRECT x a
#10: PCD_LSPEC2DIRECT x a b
#11: PCD_LSPEC3DIRECT x a b c
#12: PCD_LSPEC4DIRECT x a b c d
#13: PCD_LSPEC5DIRECT x a b c d e
#14: PCD_ADD
#15: PCD_SUBTRACT
#16: PCD_MULTIPLY
#17: PCD_DIVIDE
#18: PCD_MODULUS
#19: PCD_EQ
#20: PCD_NE
#21: PCD_LT
#22: PCD_GT
#23: PCD_LE
#24: PCD_GE
#25: PCD_ASSIGNSCRIPTVAR x
#26: PCD_ASSIGNMAPVAR x
#27: PCD_ASSIGNWORLDVAR x
#28: PCD_PUSHSCRIPTVAR x
#29: PCD_PUSHMAPVAR x
#30: PCD_PUSHWORLDVAR x
#31: PCD_ADDSCRIPTVAR x
#32: PCD_ADDMAPVAR x
#33: PCD_ADDWORLDVAR x
#34: PCD_SUBSCRIPTVAR x
#35: PCD_SUBMAPVAR x
#36: PCD_SUBWORLDVAR x
#37: PCD_MULSCRIPTVAR x
#38: PCD_MULMAPVAR x
#39: PCD_MULWORLDVAR x
#40: PCD_DIVSCRIPTVAR x
#41: PCD_DIVMAPVAR x
#42: PCD_DIVWORLDVAR x
#43: PCD_MODSCRIPTVAR x
#44: PCD_MODMAPVAR x
#45: PCD_MODWORLDVAR x
#46: PCD_INCSCRIPTVAR x
#47: PCD_INCMAPVAR x
#48: PCD_INCWORLDVAR x
#49: PCD_DECSCRIPTVAR x
#50: PCD_DECMAPVAR x
#51: PCD_DECWORLDVAR x
#52: PCD_GOTO x
#53: PCD_IFGOTO x
#54: PCD_DROP
#55: PCD_DELAY
#56: PCD_DELAYDIRECT x
#57: PCD_RANDOM
#58: PCD_RANDOMDIRECT x y
#59: PCD_THINGCOUNT
#60: PCD_THINGCOUNTDIRECT x y
#61: PCD_TAGWAIT
#62: PCD_TAGWAITDIRECT x
#63: PCD_POLYWAIT
#64: PCD_POLYWAITDIRECT x
#65: PCD_CHANGEFLOOR
#66: PCD_CHANGEFLOORDIRECT x y
#67: PCD_CHANGECEILING
#68: PCD_CHANGECEILINGDIRECT x y
#69: PCD_RESTART
#70: PCD_ANDLOGICAL
#71: PCD_ORLOGICAL
#72: PCD_ANDBITWISE
#73: PCD_ORBITWISE
#74: PCD_EORBITWISE
#75: PCD_NEGATELOGICAL
#76: PCD_LSHIFT
#77: PCD_RSHIFT
#78: PCD_UNARYMINUS
#79: PCD_IFNOTGOTO x
#80: PCD_LINESIDE
#81: PCD_SCRIPTWAIT
#82: PCD_SCRIPTWAITDIRECT x
#83: PCD_CLEARLINESPECIAL
#84: PCD_CASEGOTO x y
#85: PCD_BEGINPRINT
#86: PCD_ENDPRINT
#87: PCD_PRINTSTRING
#88: PCD_PRINTNUMBER
#89: PCD_PRINTCHARACTER
#90: PCD_PLAYERCOUNT
#91: PCD_GAMETYPE
#92: PCD_GAMESKILL
#93: PCD_TIMER
#94: PCD_SECTORSOUND
#95: PCD_AMBIENTSOUND
#96: PCD_SOUNDSEQUENCE
#97: PCD_SETLINETEXTURE
#98: PCD_SETLINEBLOCKING
#99: PCD_SETLINESPECIAL
#100: PCD_THINGSOUND
#101: PCD_ENDPRINTBOLD
*1: PCD_TERMINATE
Terminates script execution.
*3: PCD_PUSHNUMBER x
Push x onto the stack.
*4: PCD_LSPEC1 x
Execute line special x. It takes one argument on the stack.
*5: PCD_LSPEC2 x
Execute line special x. It takes two arguments on the stack.
*6: PCD_LSPEC3 x
Execute line special x. It takes three argument on the stack.
*7: PCD_LSPEC4 x
Execute line special x. It takes four argument on the stack.
*8: PCD_LSPEC5 x
Execute line special x. It takes five argument on the stack.
*9: PCD_LSPEC1DIRECT x a
Execute line special x (a).
*10: PCD_LSPEC2DIRECT x a b
Execute line special x (a, b).
*11: PCD_LSPEC3DIRECT x a b c
Execute line special x (a, b, c).
*12: PCD_LSPEC4DIRECT x a b c d
Execute line special x (a, b, c, d).
*13: PCD_LSPEC5DIRECT x a b c d e
Execute line special x (a, b, c, d, e).
*14: PCD_ADD
Stack before:
int val1
int val2
Stack after:
int (val1 + val2)
*15: PCD_SUBTRACT
Stack before:
int val1
int val2
Stack after:
int (val1 - val2)
*16: PCD_MULTIPLY
Stack before:
int val1
int val2
Stack after:
int (val1 * val2)
*17: PCD_DIVIDE
Stack before:
int val1
int val2
Stack after:
int (val1 / val2)
*18: PCD_MODULUS
Stack before:
int val1
int val2
Stack after:
int (val1 % val2)
*19: PCD_EQ
Stack before:
int val1
int val2
Stack after:
(val1 == val2)
*20: PCD_NE
Stack before:
int val1
int val2
Stack after:
(val1 != val2)
*21: PCD_LT
Stack before:
int val1
int val2
Stack after:
(val1 < val2)
*22: PCD_GT
Stack before:
int val1
int val2
Stack after:
(val1 > val2)
*23: PCD_LE
Stack before:
int val1
int val2
Stack after:
(val1 <= val2)
*24: PCD_GE
Stack before:
int val1
int val2
Stack after:
(val1 >= val2)
*25: PCD_ASSIGNSCRIPTVAR x
Stack before:
int val
Store val in script var x.
*26: PCD_ASSIGNMAPVAR x
Stack before:
int val
Store val in map var x.
*27: PCD_ASSIGNWORLDVAR x
Stack before:
int val
Store val in world var x.
*28: PCD_PUSHSCRIPTVAR x
Push value of script var x onto the stack.
*29: PCD_PUSHMAPVAR x
Push value of map var x onto the stack.
*30: PCD_PUSHWORLDVAR x
Push value of world var x onto the stack.
*31: PCD_ADDSCRIPTVAR x
Stack before:
int val
script var x += val
*32: PCD_ADDMAPVAR x
Stack before:
int val
map var x += val
*33: PCD_ADDWORLDVAR x
Stack before:
int val
world var x += val
*34: PCD_SUBSCRIPTVAR x
Stack before:
int val
script var x -= val
*35: PCD_SUBMAPVAR x
Stack before:
int val
map var x -= val
*36: PCD_SUBWORLDVAR x
Stack before:
int val
world var x -= val
*37: PCD_MULSCRIPTVAR x
Stack before:
int val
script var x *= val
*38: PCD_MULMAPVAR x
Stack before:
int val
map var x *= val
*39: PCD_MULWORLDVAR x
Stack before:
int val
world var x *= val
*40: PCD_DIVSCRIPTVAR x
Stack before:
int val
script var x /= val
*41: PCD_DIVMAPVAR x
Stack before:
int val
map var x /= val
*42: PCD_DIVWORLDVAR x
Stack before:
int val
world var x /= val
*43: PCD_MODSCRIPTVAR x
Stack before:
int val
script var x %= val
*44: PCD_MODMAPVAR x
Stack before:
int val
map var x %= val
*45: PCD_MODWORLDVAR x
Stack before:
int val
world var x %= val
*46: PCD_INCSCRIPTVAR x
script var x += 1
*47: PCD_INCMAPVAR x
map var x += 1
*48: PCD_INCWORLDVAR x
world var x += 1
*49: PCD_DECSCRIPTVAR x
script var x -= 1
*50: PCD_DECMAPVAR x
map var x -= 1
*51: PCD_DECWORLDVAR x
world varx -= 1
*52: PCD_GOTO x
Jump to offset x (relative to beginning of object file).
*53: PCD_IFGOTO x
Stack before:
int boolean
If the boolean is true, jump to offset x.
*54: PCD_DROP
Stack before:
int anything
Pop one number off the stack and discard it.
*55: PCD_DELAY
Stack before:
int tics
Pop a number off the stick and delay for that many tics.
*56: PCD_DELAYDIRECT x
Delay for x tics.
*57: PCD_RANDOM
Stack before:
int minval
int maxval
Stack after:
int random(minval, maxval)
*58: PCD_RANDOMDIRECT x y
Stack after:
int random(x, y)
*59: PCD_THINGCOUNT
Stack before:
int type
int tid
Stack after:
int thingcount(type,tid)
*60: PCD_THINGCOUNTDIRECT x y
Stack after:
int thingcount(x, y)
*61: PCD_TAGWAIT
Stack before:
int tag
Pops a tag value off the stack and suspends execution of the current
script until all sectors with a matching tag value are inactive.
*62: PCD_TAGWAITDIRECT x
Waits for all sectors with tag x to become inactive before continuing
execution of the current script.
*63: PCD_POLYWAIT
Stack before:
int po
Suspends execution of the current script until polyobj po is inactive.
*64: PCD_POLYWAITDIRECT x
Suspends execution of the current script until polyobj x is inactive.
*65: PCD_CHANGEFLOOR
Stack before:
int tag
str flatname
Sets the floor flat of all sectors tagged with tag to flatname.
*66: PCD_CHANGEFLOORDIRECT x y
Sets the floor flat of all sectors tagged with x to y.
*67: PCD_CHANGECEILING
Stack before:
int tag
str flatname
Sets the ceiling flat of all sectors tagged with tag to flatname.
*68: PCD_CHANGECEILINGDIRECT x y
Sets the ceiling flat of all sectors tagged with x to y.
*69: PCD_RESTART
Restart execution of the current script from the beginning.
*70: PCD_ANDLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 && boolean2)
*71: PCD_ORLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 || boolean2)
*72: PCD_ANDBITWISE
Stack before:
int param1
int param2
Stack after
int (param1 & param2)
*73: PCD_ORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 | param2)
*74: PCD_EORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 ^ param2)
*75: PCD_NEGATELOGICAL
Stack before:
int val
Stack after:
int (!val)
*76: PCD_LSHIFT
Stack before:
int a
int b
Stack after:
int (a << b)
*77: PCD_RSHIFT
Stack before:
int a
int b
Stack after:
int (a >> b)
*78: PCD_UNARYMINUS
Stack before:
int val
Stack after:
int (-val)
*79: PCD_IFNOTGOTO x
Stack before:
int boolean
If boolean is false, jump to offset x.
*80: PCD_LINESIDE
Stack after:
int lineside
lineside is a numerical parameter indicating which side of the line
activated this script.
*81: PCD_SCRIPTWAIT
Stack before:
int scr
Suspend execution of the current script until script scr has
terminated.
*82: PCD_SCRIPTWAITDIRECT x
Suspend execution of the current script until script x has
terminated.
*83: PCD_CLEARLINESPECIAL
Clears the special of the activating line.
*84: PCD_CASEGOTO x y
Stack before:
int val
Stack after:
int val (if not taken)
If the val == x, pop it and jump to offset y.
*85: PCD_BEGINPRINT
Prepare to build a string to output to the screen by creating a new
empty working string.
*86: PCD_ENDPRINT
Output the current working string to the local machine's screen.
*87: PCD_PRINTSTRING
Stack before:
str string
Pop a string index off the stack and append it to the current
working string.
*88: PCD_PRINTNUMBER
Stack before:
int num
Append num to the current working string in its ASCII representation.
*89: PCD_PRINTCHARACTER
Stack before:
int char
Append the ASCII character char to the current working string.
*90: PCD_PLAYERCOUNT
Stack after:
int playercount
playercount is the number of players in the game.
*91: PCD_GAMETYPE
Stack after:
int gametype
gametype represents the current game type.
*92: PCD_GAMESKILL
Stack after:
int gameskill
gameskill is the current game skill.
*93: PCD_TIMER
Stack after:
int gametime
gametime is the current level time in tics.
*94: PCD_SECTORSOUND
Stack before:
str name
int volume
Pops two values off the stack and plays a sound in the sector
pointed at by this script's activating linedef.
*95: PCD_AMBIENTSOUND
Stack before:
str snd
int vol
Plays the sound snd at volume vol (0-127) on the local machine.
*96: PCD_SOUNDSEQUENCE
Stack before:
str seq
Plays the sound sequence seq in the facing sector.
*97: PCD_SETLINETEXTURE
Stack before:
int line
int side
int position
str texturename
*98: PCD_SETLINEBLOCKING
Stack before:
int line
int blocking
*99: PCD_SETLINESPECIAL
Stack before:
int line
int special
int arg1
int arg2
int arg3
int arg4
int arg5
Sets the line special and args for all matching lines.
*100: PCD_THINGSOUND
Stack before:
int tid
str name
int volume
Plays a sound at all things marked with tid.
*101: PCD_ENDPRINTBOLD
Print the current working string to the screen of all computers in
the game.
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ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex. Here is an interestinf file I located which can aid in rewriting the interpreter. (formatting...)
== ACS Specifications ==
ACS File Format
---------------
(All numbers are little-endian and 32 bits long)
(Pointers are relative to the beginning of the lump)
{| border="1" width="75%"
!Bytes 0 - 3
|ACS\0' (0x00534341)
|-
!Bytes 4 - 7
|Pointer to script and text pointers
|-
!Bytes 8 -...
|Varies
|}
-------------
Pointer Table
-------------
The first dword is a count of the number of scripts in the lump. It is
immediately followed by an entry for each script in the lump. These
entries are of the format:
DWORD 0 This script's number
DWORD 1 A pointer to the start of the script
DWORD 2 The number of parameters the script accepts
These are then followed by a dword indicating how many different strings
are in the script. The remaining dwords contain pointers to each of the
strings.
------------
Script Codes
------------
Compiled ACS scripts do not distinguish between their arguments and
their local variables. When a script is executed, it's parameters
are copied to its first x local variables, where x is the number of
parameters the script takes. The ACC compiler will output an error
for any script with more than 10 local variables (including
parameters), so it's probably safe to allocate enough space for only
10 variables in an ACS interpreter.
There are 64 world variables available (numbered 0-63) that are
accessible from scripts executed from any map in a single hub. Each
map can also have 32 map variables accessible to all scripts in that
map, but not by scripts in other maps.
ACS's internal functions are actually opcodes. Some use arguments on
the stack, and others have their arguments immediately following them
in the code. For those that use arguments on the stack, the arguments
are first pushed on to the stack in sequence, and then the function's
opcode is stored. If the function uses a string as an argument, then
the string's index is pushed onto the stack as a number. Functions
are responsible for popping the arguments passed to them before they
return. The first value pushed is the function's first parameter, the
second value pushed is the second parameter, etc.
#0: PCD_NOP
#1: PCD_TERMINATE
#2: PCD_SUSPEND
#3: PCD_PUSHNUMBER x
#4: PCD_LSPEC1 x
#5: PCD_LSPEC2 x
#6: PCD_LSPEC3 x
#7: PCD_LSPEC4 x
#8: PCD_LSPEC5 x
#9: PCD_LSPEC1DIRECT x a
#10: PCD_LSPEC2DIRECT x a b
#11: PCD_LSPEC3DIRECT x a b c
#12: PCD_LSPEC4DIRECT x a b c d
#13: PCD_LSPEC5DIRECT x a b c d e
#14: PCD_ADD
#15: PCD_SUBTRACT
#16: PCD_MULTIPLY
#17: PCD_DIVIDE
#18: PCD_MODULUS
#19: PCD_EQ
#20: PCD_NE
#21: PCD_LT
#22: PCD_GT
#23: PCD_LE
#24: PCD_GE
#25: PCD_ASSIGNSCRIPTVAR x
#26: PCD_ASSIGNMAPVAR x
#27: PCD_ASSIGNWORLDVAR x
#28: PCD_PUSHSCRIPTVAR x
#29: PCD_PUSHMAPVAR x
#30: PCD_PUSHWORLDVAR x
#31: PCD_ADDSCRIPTVAR x
#32: PCD_ADDMAPVAR x
#33: PCD_ADDWORLDVAR x
#34: PCD_SUBSCRIPTVAR x
#35: PCD_SUBMAPVAR x
#36: PCD_SUBWORLDVAR x
#37: PCD_MULSCRIPTVAR x
#38: PCD_MULMAPVAR x
#39: PCD_MULWORLDVAR x
#40: PCD_DIVSCRIPTVAR x
#41: PCD_DIVMAPVAR x
#42: PCD_DIVWORLDVAR x
#43: PCD_MODSCRIPTVAR x
#44: PCD_MODMAPVAR x
#45: PCD_MODWORLDVAR x
#46: PCD_INCSCRIPTVAR x
#47: PCD_INCMAPVAR x
#48: PCD_INCWORLDVAR x
#49: PCD_DECSCRIPTVAR x
#50: PCD_DECMAPVAR x
#51: PCD_DECWORLDVAR x
#52: PCD_GOTO x
#53: PCD_IFGOTO x
#54: PCD_DROP
#55: PCD_DELAY
#56: PCD_DELAYDIRECT x
#57: PCD_RANDOM
#58: PCD_RANDOMDIRECT x y
#59: PCD_THINGCOUNT
#60: PCD_THINGCOUNTDIRECT x y
#61: PCD_TAGWAIT
#62: PCD_TAGWAITDIRECT x
#63: PCD_POLYWAIT
#64: PCD_POLYWAITDIRECT x
#65: PCD_CHANGEFLOOR
#66: PCD_CHANGEFLOORDIRECT x y
#67: PCD_CHANGECEILING
#68: PCD_CHANGECEILINGDIRECT x y
#69: PCD_RESTART
#70: PCD_ANDLOGICAL
#71: PCD_ORLOGICAL
#72: PCD_ANDBITWISE
#73: PCD_ORBITWISE
#74: PCD_EORBITWISE
#75: PCD_NEGATELOGICAL
#76: PCD_LSHIFT
#77: PCD_RSHIFT
#78: PCD_UNARYMINUS
#79: PCD_IFNOTGOTO x
#80: PCD_LINESIDE
#81: PCD_SCRIPTWAIT
#82: PCD_SCRIPTWAITDIRECT x
#83: PCD_CLEARLINESPECIAL
#84: PCD_CASEGOTO x y
#85: PCD_BEGINPRINT
#86: PCD_ENDPRINT
#87: PCD_PRINTSTRING
#88: PCD_PRINTNUMBER
#89: PCD_PRINTCHARACTER
#90: PCD_PLAYERCOUNT
#91: PCD_GAMETYPE
#92: PCD_GAMESKILL
#93: PCD_TIMER
#94: PCD_SECTORSOUND
#95: PCD_AMBIENTSOUND
#96: PCD_SOUNDSEQUENCE
#97: PCD_SETLINETEXTURE
#98: PCD_SETLINEBLOCKING
#99: PCD_SETLINESPECIAL
#100: PCD_THINGSOUND
#101: PCD_ENDPRINTBOLD
*1: PCD_TERMINATE
Terminates script execution.
*3: PCD_PUSHNUMBER x
Push x onto the stack.
*4: PCD_LSPEC1 x
Execute line special x. It takes one argument on the stack.
*5: PCD_LSPEC2 x
Execute line special x. It takes two arguments on the stack.
*6: PCD_LSPEC3 x
Execute line special x. It takes three argument on the stack.
*7: PCD_LSPEC4 x
Execute line special x. It takes four argument on the stack.
*8: PCD_LSPEC5 x
Execute line special x. It takes five argument on the stack.
*9: PCD_LSPEC1DIRECT x a
Execute line special x (a).
*10: PCD_LSPEC2DIRECT x a b
Execute line special x (a, b).
*11: PCD_LSPEC3DIRECT x a b c
Execute line special x (a, b, c).
*12: PCD_LSPEC4DIRECT x a b c d
Execute line special x (a, b, c, d).
*13: PCD_LSPEC5DIRECT x a b c d e
Execute line special x (a, b, c, d, e).
*14: PCD_ADD
Stack before:
int val1
int val2
Stack after:
int (val1 + val2)
*15: PCD_SUBTRACT
Stack before:
int val1
int val2
Stack after:
int (val1 - val2)
*16: PCD_MULTIPLY
Stack before:
int val1
int val2
Stack after:
int (val1 * val2)
*17: PCD_DIVIDE
Stack before:
int val1
int val2
Stack after:
int (val1 / val2)
*18: PCD_MODULUS
Stack before:
int val1
int val2
Stack after:
int (val1 % val2)
*19: PCD_EQ
Stack before:
int val1
int val2
Stack after:
(val1 == val2)
*20: PCD_NE
Stack before:
int val1
int val2
Stack after:
(val1 != val2)
*21: PCD_LT
Stack before:
int val1
int val2
Stack after:
(val1 < val2)
*22: PCD_GT
Stack before:
int val1
int val2
Stack after:
(val1 > val2)
*23: PCD_LE
Stack before:
int val1
int val2
Stack after:
(val1 <= val2)
*24: PCD_GE
Stack before:
int val1
int val2
Stack after:
(val1 >= val2)
*25: PCD_ASSIGNSCRIPTVAR x
Stack before:
int val
Store val in script var x.
*26: PCD_ASSIGNMAPVAR x
Stack before:
int val
Store val in map var x.
*27: PCD_ASSIGNWORLDVAR x
Stack before:
int val
Store val in world var x.
*28: PCD_PUSHSCRIPTVAR x
Push value of script var x onto the stack.
*29: PCD_PUSHMAPVAR x
Push value of map var x onto the stack.
*30: PCD_PUSHWORLDVAR x
Push value of world var x onto the stack.
*31: PCD_ADDSCRIPTVAR x
Stack before:
int val
script var x += val
*32: PCD_ADDMAPVAR x
Stack before:
int val
map var x += val
*33: PCD_ADDWORLDVAR x
Stack before:
int val
world var x += val
*34: PCD_SUBSCRIPTVAR x
Stack before:
int val
script var x -= val
*35: PCD_SUBMAPVAR x
Stack before:
int val
map var x -= val
*36: PCD_SUBWORLDVAR x
Stack before:
int val
world var x -= val
*37: PCD_MULSCRIPTVAR x
Stack before:
int val
script var x *= val
*38: PCD_MULMAPVAR x
Stack before:
int val
map var x *= val
*39: PCD_MULWORLDVAR x
Stack before:
int val
world var x *= val
*40: PCD_DIVSCRIPTVAR x
Stack before:
int val
script var x /= val
*41: PCD_DIVMAPVAR x
Stack before:
int val
map var x /= val
*42: PCD_DIVWORLDVAR x
Stack before:
int val
world var x /= val
*43: PCD_MODSCRIPTVAR x
Stack before:
int val
script var x %= val
*44: PCD_MODMAPVAR x
Stack before:
int val
map var x %= val
*45: PCD_MODWORLDVAR x
Stack before:
int val
world var x %= val
*46: PCD_INCSCRIPTVAR x
script var x += 1
*47: PCD_INCMAPVAR x
map var x += 1
*48: PCD_INCWORLDVAR x
world var x += 1
*49: PCD_DECSCRIPTVAR x
script var x -= 1
*50: PCD_DECMAPVAR x
map var x -= 1
*51: PCD_DECWORLDVAR x
world varx -= 1
*52: PCD_GOTO x
Jump to offset x (relative to beginning of object file).
*53: PCD_IFGOTO x
Stack before:
int boolean
If the boolean is true, jump to offset x.
*54: PCD_DROP
Stack before:
int anything
Pop one number off the stack and discard it.
*55: PCD_DELAY
Stack before:
int tics
Pop a number off the stick and delay for that many tics.
*56: PCD_DELAYDIRECT x
Delay for x tics.
*57: PCD_RANDOM
Stack before:
int minval
int maxval
Stack after:
int random(minval, maxval)
*58: PCD_RANDOMDIRECT x y
Stack after:
int random(x, y)
*59: PCD_THINGCOUNT
Stack before:
int type
int tid
Stack after:
int thingcount(type,tid)
*60: PCD_THINGCOUNTDIRECT x y
Stack after:
int thingcount(x, y)
*61: PCD_TAGWAIT
Stack before:
int tag
Pops a tag value off the stack and suspends execution of the current
script until all sectors with a matching tag value are inactive.
*62: PCD_TAGWAITDIRECT x
Waits for all sectors with tag x to become inactive before continuing
execution of the current script.
*63: PCD_POLYWAIT
Stack before:
int po
Suspends execution of the current script until polyobj po is inactive.
*64: PCD_POLYWAITDIRECT x
Suspends execution of the current script until polyobj x is inactive.
*65: PCD_CHANGEFLOOR
Stack before:
int tag
str flatname
Sets the floor flat of all sectors tagged with tag to flatname.
*66: PCD_CHANGEFLOORDIRECT x y
Sets the floor flat of all sectors tagged with x to y.
*67: PCD_CHANGECEILING
Stack before:
int tag
str flatname
Sets the ceiling flat of all sectors tagged with tag to flatname.
*68: PCD_CHANGECEILINGDIRECT x y
Sets the ceiling flat of all sectors tagged with x to y.
*69: PCD_RESTART
Restart execution of the current script from the beginning.
*70: PCD_ANDLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 && boolean2)
*71: PCD_ORLOGICAL
Stack before:
int boolean1
int boolean2
Stack after:
(boolean1 || boolean2)
*72: PCD_ANDBITWISE
Stack before:
int param1
int param2
Stack after
int (param1 & param2)
*73: PCD_ORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 | param2)
*74: PCD_EORBITWISE
Stack before:
int param1
int param2
Stack after:
int (param1 ^ param2)
*75: PCD_NEGATELOGICAL
Stack before:
int val
Stack after:
int (!val)
*76: PCD_LSHIFT
Stack before:
int a
int b
Stack after:
int (a << b)
*77: PCD_RSHIFT
Stack before:
int a
int b
Stack after:
int (a >> b)
*78: PCD_UNARYMINUS
Stack before:
int val
Stack after:
int (-val)
*79: PCD_IFNOTGOTO x
Stack before:
int boolean
If boolean is false, jump to offset x.
*80: PCD_LINESIDE
Stack after:
int lineside
lineside is a numerical parameter indicating which side of the line
activated this script.
*81: PCD_SCRIPTWAIT
Stack before:
int scr
Suspend execution of the current script until script scr has
terminated.
*82: PCD_SCRIPTWAITDIRECT x
Suspend execution of the current script until script x has
terminated.
*83: PCD_CLEARLINESPECIAL
Clears the special of the activating line.
*84: PCD_CASEGOTO x y
Stack before:
int val
Stack after:
int val (if not taken)
If the val == x, pop it and jump to offset y.
*85: PCD_BEGINPRINT
Prepare to build a string to output to the screen by creating a new
empty working string.
*86: PCD_ENDPRINT
Output the current working string to the local machine's screen.
*87: PCD_PRINTSTRING
Stack before:
str string
Pop a string index off the stack and append it to the current
working string.
*88: PCD_PRINTNUMBER
Stack before:
int num
Append num to the current working string in its ASCII representation.
*89: PCD_PRINTCHARACTER
Stack before:
int char
Append the ASCII character char to the current working string.
*90: PCD_PLAYERCOUNT
Stack after:
int playercount
playercount is the number of players in the game.
*91: PCD_GAMETYPE
Stack after:
int gametype
gametype represents the current game type.
*92: PCD_GAMESKILL
Stack after:
int gameskill
gameskill is the current game skill.
*93: PCD_TIMER
Stack after:
int gametime
gametime is the current level time in tics.
*94: PCD_SECTORSOUND
Stack before:
str name
int volume
Pops two values off the stack and plays a sound in the sector
pointed at by this script's activating linedef.
*95: PCD_AMBIENTSOUND
Stack before:
str snd
int vol
Plays the sound snd at volume vol (0-127) on the local machine.
*96: PCD_SOUNDSEQUENCE
Stack before:
str seq
Plays the sound sequence seq in the facing sector.
*97: PCD_SETLINETEXTURE
Stack before:
int line
int side
int position
str texturename
*98: PCD_SETLINEBLOCKING
Stack before:
int line
int blocking
*99: PCD_SETLINESPECIAL
Stack before:
int line
int special
int arg1
int arg2
int arg3
int arg4
int arg5
Sets the line special and args for all matching lines.
*100: PCD_THINGSOUND
Stack before:
int tid
str name
int volume
Plays a sound at all things marked with tid.
*101: PCD_ENDPRINTBOLD
Print the current working string to the screen of all computers in
the game.
6cbdba348b4f19fa0d1933569f239005904f4cea
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2607
2006-11-19T21:45:18Z
Zorro
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wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex. Here is an interestinf file I located which can aid in rewriting the interpreter. (formatting...)
== ACS Specifications ==
To be uploaded shortly
2eff281dfdd0ade3627bb486740453e627f41028
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Zorro
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wikitext
text/x-wiki
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex. Here is an interestinf file I located which can aid in rewriting the interpreter. (formatting...)
4888486476f298841ee07de0ec70a54d6b413fd9
AaronAbbey
0
1789
3688
2012-07-11T09:10:49Z
180.245.147.21
0
Created page with " The hottest manner style trend of hair pieces 2011 The greatest manner fashion craze regarding hair pieces 2011 Wigs give you the ideal way for one to have the hairstyle yo..."
wikitext
text/x-wiki
The hottest manner style trend of hair pieces 2011
The greatest manner fashion craze regarding hair pieces 2011
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ffeecd9ab4775e481249e9230a26ea8158257a3f
Abuse Prevention
0
1632
3430
3284
2010-08-06T04:42:43Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to prevent abuse on their servers, whether it be through hacking or other malicious behavior.
For relevant information relating to banning players from servers, please see [[ban and exception lists]].
==Anti-Hacking Variables==
Odamex comes stock with cheat prevention options. However, some of these features are still in progress and may not be fully tested or complete.
===antiwallhack===
Usage: '''sv_antiwallhack (0-1)'''
The antiwallhack [[cvar]] is used to prevent players from being able to see other opponents out of their natural field of view. Ways in which a player may attempt to wall hack is through either client modification or wad modification.
===speedhackfix===
Usage: '''sv_speedhackfix (0-1)'''
The speedhackfix cvar is used to prevent players from being able to move faster than natural. Ways in which a player may attempt to speed hack is through client modification.
==Disruption Prevention Variables==
Odamex comes with variables to prevent server disruption beyond the scope of cheating as well.
===allowcheats===
Usage: '''sv_allowcheats (0-1)'''
If enabled, allowcheats allows players to use standard Doom cheats such as God mode, Give all weapons, Noclip mode, etc. Server administrators that seek a competitive environment are encouraged to keep allowcheats disabled.
===flooddelay===
Usage: '''sv_flooddelay (#)'''
The flooddelay cvar is used to prevent clients from being able to continuously flood a server with text messages. Flooddelay uses seconds as its units (ex. '''flooddelay 1.5''' means a client can only send messages once every 1.5 seconds). Setting the value to 0 turns off server flood prevention.
===globalspectatorchat===
Usage: '''sv_globalspectatorchat (0-1)'''
Enabled by default, this cvar controls if players in game can see what spectators are saying. If set to 0, players will only be able to see other in-game players' chat text.
48cb9064ede659c274a506a74aac27f55860bdfd
3284
2008-08-06T17:31:02Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to prevent abuse on their servers, whether it be through hacking or other malicious behavior.
For relevant information relating to banning players from servers, please see [[ban and exception lists]].
==Anti-Hacking Variables==
Odamex comes stock with cheat prevention options. However, some of these features are still in progress and may not be fully tested or complete.
===antiwallhack===
Usage: '''antiwallhack (0-1)'''
The antiwallhack [[cvar]] is used to prevent players from being able to see other opponents out of their natural field of view. Ways in which a player may attempt to wall hack is through either client modification or wad modification.
===speedhackfix===
Usage: '''speedhackfix (0-1)'''
The speedhackfix cvar is used to prevent players from being able to move faster than natural. Ways in which a player may attempt to speed hack is through client modification.
==Disruption Prevention Variables==
Odamex comes with variables to prevent server disruption beyond the scope of cheating as well.
===allowcheats===
Usage: '''allowcheats (0-1)'''
If enabled, allowcheats allows players to use standard Doom cheats such as God mode, Give all weapons, Noclip mode, etc. Server administrators that seek a competitive environment are encouraged to keep allowcheats disabled.
===flooddelay===
Usage: '''flooddelay (#)'''
The flooddelay cvar is used to prevent clients from being able to continuously flood a server with text messages. Flooddelay uses seconds as its units (ex. '''flooddelay 1.5''' means a client can only send messages once every 1.5 seconds). Setting the value to 0 turns off server flood prevention.
c4a6ed770f32b59ec8ea7a8022d007dc3d090a96
Accelerated software rendering
0
1403
2382
2087
2006-10-09T17:37:31Z
71.75.91.47
0
wikitext
text/x-wiki
Put very simply, using OpenGL to accelerate various things that would be done in Software anyway. Done correctly, there should be no visible difference between Accelerated Software Rendering and the Software engine, other than a noticable performance boost (not uncapped FPS)
{{stub}}
75df83290b5744146a55cffe9c4796f6db239677
2087
2086
2006-04-14T01:49:58Z
AlexMax
9
wikitext
text/x-wiki
Put very simply, using OpenGL to accelerate various things that would be done in Software anyway.
{{stub}}
6e6dbac516daa3c5735c07748ec84b939690fc98
2086
2006-04-14T01:49:46Z
AlexMax
9
wikitext
text/x-wiki
Put very simply, using OpenGL to accelerate various things that would be done in Software anyway.
08ee3c876772a6f5fd81f4f691f69add89499383
Addban
0
1608
3213
2008-06-06T21:35:53Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#addban]][[Category:Server_commands]]
962a787cfd4f36df6fcef4d22908d8388694a505
Addexception
0
1612
3217
2008-06-06T21:37:53Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#addexception]][[Category:Server_commands]]
5a784b9747c17c2ade50dca42f10e320239c03ad
Addmap
0
1510
3160
3125
2008-05-28T23:16:16Z
Nes
13
hooray it works \o/
wikitext
text/x-wiki
#REDIRECT [[Map_List#addmap]][[Category:Server_commands]]
0bd488eba4cc7c34393917eca89a93d2d1e7c15a
3125
2754
2008-05-13T00:19:48Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map_List#addmap]]
8869e22995b30007ffcc86fa8806a76bb0cf2fa7
2754
2007-01-20T20:35:07Z
Roaketes
14
wikitext
text/x-wiki
'''Addmap'''
Use the addmap command in odaserv to add more maps to the maplist.
Ex. addmap mapxx or addmap mapxx file.wad.
01dda1385f96bccad15eb947969cdd44c76f82bd
Addmaster
0
1644
3314
2008-08-06T20:16:30Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#addmaster]][[Category:Server commands]]
a2464bc9127bcb816e4c14b6e58506be6c5faa20
Alias
0
1555
2920
2919
2007-04-17T23:11:13Z
Russell
4
wikitext
text/x-wiki
===alias===
Creates a user-defined command, eg:
<pre>
alias jumptomap15 map map15
</pre>
Aliases, when executed with parameters, will be added on to the translated command, eg:
<pre>
jumptomap15 map10
</pre>
This would be translated to:
<pre>
map map15 map10
</pre>
[[Category:Client_commands]]
[[Category:Server_commands]]
a06f23dbb8ab2a15b45decabf32f27390796ffe8
2919
2007-04-17T07:36:09Z
Voxel
2
wikitext
text/x-wiki
===alias===
creates a user-defined command
[[Category:Client_commands]]
[[Category:Server_commands]]
ce22d34889d48e58b6a16d827c19ff106efe2995
Ban
0
1347
3283
1665
2008-08-06T17:30:50Z
Ralphis
3
link to ban and exception lists
wikitext
text/x-wiki
''For information relating to banning players from servers, please see [[ban and exception lists]].''
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest, such as a forum, to hinder an individual's ability to participate in games or forums. This is usually done by testing all connections against a known blacklist of IP address.
==Possible Reasons for Banning==
An address can be banned due to one or more such actions as the following:
* Persistently harassing others
* Using [[Cheating|cheats]] in games
* Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
* Evading an already existing ban placed to block the same individual
* Mounting offensive action (such as a [[DDoS]]) against any service
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers)
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others.
31914ef88844b988c5a1323e6e30f7acd2743489
1665
1664
2006-03-31T06:15:10Z
Voxel
2
/* Possible Reasons for Banning */
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest, such as a forum, to hinder an individual's ability to participate in games or forums. This is usually done by testing all connections against a known blacklist of IP address.
==Possible Reasons for Banning==
An address can be banned due to one or more such actions as the following:
* Persistently harassing others
* Using [[Cheating|cheats]] in games
* Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
* Evading an already existing ban placed to block the same individual
* Mounting offensive action (such as a [[DDoS]]) against any service
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers)
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others.
8a0bd2e582490c96e227a10dcf69f8e4cebb4b4b
1664
1630
2006-03-31T06:12:40Z
Voxel
2
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest, such as a forum, to hinder an individual's ability to participate in games or forums. This is usually done by testing all connections against a known blacklist of IP address.
==Possible Reasons for Banning==
An individual can be possibly banned due to one or more such actions as the following:
*Persistently harassing others
*Using [[Cheating|cheats]] in games
*Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
*Evading an already existing ban placed to block the same individual
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers)
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others.
12820019bc5742a3075f2e5321a792bff137e8e3
1630
1629
2006-03-31T04:32:19Z
Nautilus
10
/* Drawbacks */
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address.
==Possible Reasons for Banning==
An individual can be possibly banned due to one or more such actions as the following:
*Persistently harassing others
*Using [[Cheating|cheats]] in games
*Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
*Evading an already existing ban placed to block the same individual
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers)
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others.
995edaef5e2d8d8a26bd6db6d11bc058ab7a7d42
1629
1628
2006-03-31T04:31:00Z
72.165.84.38
0
/* Drawbacks */
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address.
==Possible Reasons for Banning==
An individual can be possibly banned due to one or more such actions as the following:
*Persistently harassing others
*Using [[Cheating|cheats]] in games
*Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
*Evading an already existing ban placed to block the same individual
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers)
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others.
3572890d10773a84b4cc97390669913ae4772c6b
1628
1627
2006-03-31T03:48:43Z
72.165.84.38
0
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address.
==Possible Reasons for Banning==
An individual can be possibly banned due to one or more such actions as the following:
*Persistently harassing others
*Using [[Cheating|cheats]] in games
*Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
*Evading an already existing ban placed to block the same individual
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers)
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others.
704335bc31b96197d4a359f9e247b66b74d51aef
1627
1626
2006-03-31T03:44:30Z
Manc
1
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address.
==Possible Reasons for Banning==
An individual can be possibly banned due to one or more such actions as the following:
*Persistently harassing others
*Using [[Cheating|cheats]] in games
*Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
*Evading an already existing ban placed to block the same individual
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others.
__NOEDITSECTION__
13bc505eaf694a63d0b2d629d7bcafe57f2b9def
1626
1625
2006-03-31T03:43:31Z
Manc
1
/* Possible Reasons for Banning */
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address.
==Possible Reasons for Banning==
An individual can be possibly banned due to one or more such actions as the following:
*Persistently harassing others
*Using [[Cheating|cheats]] in games
*Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
*Evading an already existing ban placed to block the same individual
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others.
c2968851b48d9c935534e11cde23f0962c704dca
1625
2006-03-31T03:41:46Z
72.165.84.38
0
wikitext
text/x-wiki
A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address.
==Possible Reasons for Banning==
An individual can be possibly banned due to one or more such actions as the following:
*Persistently harassing others
*Using [[cheats]] in games
*Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously)
*Evading an already existing ban placed to block the same individual
==Drawbacks==
Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others.
ea8caeccf6c009d5c9f657a35c4fbadc5702a635
Ban and exception lists
0
1606
3826
3482
2015-01-28T02:00:07Z
Manc
1
/* Exception list */
wikitext
text/x-wiki
The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server.
==Client Information==
===Player List===
Usage: '''playerlist'''
Lists all clients on the server in the following format:
''<ID>: (NAME) - (ip address) - frags:x ping:xxx''
===Player Info===
Usage: '''playerinfo <ID #>'''
Lists information about a specific player. <ID #> can be found through either the '''playerlist''' or '''showscores''' commands.
===Show Scores===
Usage: '''showscores'''
Call the info that would typically show at the end of a game at any time with this command. Lists all clients on the server in the following format:
''ID - Address - Name || Kills - Deaths - K/D - Time''
==Ban list==
===kickban===
Usage: '''kickban (client id) [optional reason]'''
An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server.
===addban===
Usage: '''addban (ip address) [optional reason]'''
Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server.
===delban===
Usage: '''delban (ip address)'''
Deletes this particular entry from the ban list.
===banlist===
Usage: '''banlist'''
Displays all the entires in the ban list.
===clearbans===
Usage: '''clearbans'''
Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==Exception list==
===addexception===
Usage: '''addexception (ip address) [optional reason]'''
Allows players whose IP also falls under a ban list entry to enter the server.
===delexception===
Usage: '''delexception (ip address)'''
Deletes this particular entry from the exception list.
===exceptionlist===
Usage: '''exceptionlist'''
Displays all the entires in the exception list.
===clearexceptions===
Usage: '''clearexceptions'''
Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==FAQs==
===Are wildcards supported for IPs?===
Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry)
===Do I need to type in the entire IP?===
No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server.
===What exactly is the exception list and what can I do with it?===
The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit.
===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?===
'''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers.
===Is there a simple way to maintain a ban/exception list between multiple servers?===
If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]].
On initial server launch you can include:
+exec /ban/list/location +sv_endmapscript "exec /ban/list/location"
The ban list file should contain the following:
clearbans
clearexceptions
addban 127.0.0.1 Server abuse
addban 192.168.1.* Cheating
addexception 192.168.1.100 Caught in range ban
the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load.
cbb336087f064d1c0180ea7af642200f80103367
3482
3481
2010-08-23T12:09:13Z
Ralphis
3
wikitext
text/x-wiki
The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server.
==Client Information==
===Player List===
Usage: '''playerlist'''
Lists all clients on the server in the following format:
''<ID>: (NAME) - (ip address) - frags:x ping:xxx''
===Player Info===
Usage: '''playerinfo <ID #>'''
Lists information about a specific player. <ID #> can be found through either the '''playerlist''' or '''showscores''' commands.
===Show Scores===
Usage: '''showscores'''
Call the info that would typically show at the end of a game at any time with this command. Lists all clients on the server in the following format:
''ID - Address - Name || Kills - Deaths - K/D - Time''
==Ban list==
===kickban===
Usage: '''kickban (client id) [optional reason]'''
An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server.
===addban===
Usage: '''addban (ip address) [optional reason]'''
Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server.
===delban===
Usage: '''delban (ip address)'''
Deletes this particular entry from the ban list.
===banlist===
Usage: '''banlist'''
Displays all the entires in the ban list.
===clearbans===
Usage: '''clearbans'''
Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==Exception list==
===addexception===
Usage: '''addexception (ip address) [optional reason]'''
Allows players whose IP also falls under a ban list entry to enter the server.
===delexception===
Usage: '''delexception (ip address)'''
Deletes this particular entry from the exception list.
===exceptionlist===
Usage: '''exceptionlist'''
Displays all the entires in the exception list.
===clearexceptions===
Usage: '''clearexceptions'''
Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==FAQs==
===Are wildcards supported for IPs?===
Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry)
===Do I need to type in the entire IP?===
No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server.
===What exactly is the exception list and what can I do with it?===
The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit.
===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?===
'''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers.
===Is there a simple way to maintain a ban/exception list between multiple servers?===
If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]].
On initial server launch you can include:
+exec /ban/list/location +sv_endmapscript "exec /ban/list/location"
The ban list file should contain the following:
clearbans
clearexceptions
addban 127.0.0.1 Server abuse
addban 192.168.1.* Cheating
addexception 192.168.1.100 Caught in range ban
the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load.
06377d783b43ed3ec6aa5d14d8a597a7200f7aa3
3481
3458
2010-08-23T12:07:39Z
Ralphis
3
wikitext
text/x-wiki
The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server.
==Client Information==
===Player List===
Usage: '''playerlist'''
Lists all clients on the server in the following format:
''<ID>: (NAME) - (ip address) - frags:x ping:xxx''
===Player Info===
Usage: '''playerinfo <ID #>'''
Lists information about a specific player. <ID #> can be found through either the '''playerlist'' or '''showscores''' commands.
===Show Scores===
Usage: '''showscores'''
Call the info that would typically show at the end of a game at any time with this command. Lists all clients on the server in the following format:
''ID - Address - Name || Kills - Deaths - K/D - Time''
==Ban list==
===kickban===
Usage: '''kickban (client id) [optional reason]'''
An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server.
===addban===
Usage: '''addban (ip address) [optional reason]'''
Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server.
===delban===
Usage: '''delban (ip address)'''
Deletes this particular entry from the ban list.
===banlist===
Usage: '''banlist'''
Displays all the entires in the ban list.
===clearbans===
Usage: '''clearbans'''
Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==Exception list==
===addexception===
Usage: '''addexception (ip address) [optional reason]'''
Allows players whose IP also falls under a ban list entry to enter the server.
===delexception===
Usage: '''delexception (ip address)'''
Deletes this particular entry from the exception list.
===exceptionlist===
Usage: '''exceptionlist'''
Displays all the entires in the exception list.
===clearexceptions===
Usage: '''clearexceptions'''
Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==FAQs==
===Are wildcards supported for IPs?===
Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry)
===Do I need to type in the entire IP?===
No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server.
===What exactly is the exception list and what can I do with it?===
The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit.
===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?===
'''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers.
===Is there a simple way to maintain a ban/exception list between multiple servers?===
If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]].
On initial server launch you can include:
+exec /ban/list/location +sv_endmapscript "exec /ban/list/location"
The ban list file should contain the following:
clearbans
clearexceptions
addban 127.0.0.1 Server abuse
addban 192.168.1.* Cheating
addexception 192.168.1.100 Caught in range ban
the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load.
48f7eed3cb86205ecdf07d1405d2282b8ccf454b
3458
3340
2010-08-23T00:54:37Z
Manc
1
/* Is there a simple way to maintain a ban/exception list between multiple servers? */
wikitext
text/x-wiki
The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server.
==Ban list==
===kickban===
Usage: '''kickban (client id) [optional reason]'''
An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server.
NOTE: The client id is found using the [[who]] command.
===addban===
Usage: '''addban (ip address) [optional reason]'''
Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server.
===delban===
Usage: '''delban (ip address)'''
Deletes this particular entry from the ban list.
===banlist===
Usage: '''banlist'''
Displays all the entires in the ban list.
===clearbans===
Usage: '''clearbans'''
Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==Exception list==
===addexception===
Usage: '''addexception (ip address) [optional reason]'''
Allows players whose IP also falls under a ban list entry to enter the server.
===delexception===
Usage: '''delexception (ip address)'''
Deletes this particular entry from the exception list.
===exceptionlist===
Usage: '''exceptionlist'''
Displays all the entires in the exception list.
===clearexceptions===
Usage: '''clearexceptions'''
Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==FAQs==
===Are wildcards supported for IPs?===
Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry)
===Do I need to type in the entire IP?===
No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server.
===What exactly is the exception list and what can I do with it?===
The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit.
===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?===
'''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers.
===Is there a simple way to maintain a ban/exception list between multiple servers?===
If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]].
On initial server launch you can include:
+exec /ban/list/location +sv_endmapscript "exec /ban/list/location"
The ban list file should contain the following:
clearbans
clearexceptions
addban 127.0.0.1 Server abuse
addban 192.168.1.* Cheating
addexception 192.168.1.100 Caught in range ban
the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load.
8b82c20773c091cbe76875b504077a4ca1350db0
3340
3211
2008-08-15T01:12:44Z
GhostlyDeath
32
/* FAQs */
wikitext
text/x-wiki
The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server.
==Ban list==
===kickban===
Usage: '''kickban (client id) [optional reason]'''
An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server.
NOTE: The client id is found using the [[who]] command.
===addban===
Usage: '''addban (ip address) [optional reason]'''
Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server.
===delban===
Usage: '''delban (ip address)'''
Deletes this particular entry from the ban list.
===banlist===
Usage: '''banlist'''
Displays all the entires in the ban list.
===clearbans===
Usage: '''clearbans'''
Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==Exception list==
===addexception===
Usage: '''addexception (ip address) [optional reason]'''
Allows players whose IP also falls under a ban list entry to enter the server.
===delexception===
Usage: '''delexception (ip address)'''
Deletes this particular entry from the exception list.
===exceptionlist===
Usage: '''exceptionlist'''
Displays all the entires in the exception list.
===clearexceptions===
Usage: '''clearexceptions'''
Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==FAQs==
===Are wildcards supported for IPs?===
Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry)
===Do I need to type in the entire IP?===
No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server.
===What exactly is the exception list and what can I do with it?===
The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit.
===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?===
'''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers.
===Is there a simple way to maintain a ban/exception list between multiple servers?===
If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[endmapscript]].
On initial server launch you can include:
+exec /ban/list/location +endmapscript "exec /ban/list/location"
The ban list file should contain the following:
clearbans
clearexceptions
addban 127.0.0.1 Server abuse
addban 192.168.1.* Cheating
addexception 192.168.1.100 Caught in range ban
the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load.
04d19e22c98e9088f40d3478f151c4c30976d40e
3211
2008-06-06T21:32:42Z
Nes
13
wikitext
text/x-wiki
The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server.
==Ban list==
===kickban===
Usage: '''kickban (client id) [optional reason]'''
An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server.
NOTE: The client id is found using the [[who]] command.
===addban===
Usage: '''addban (ip address) [optional reason]'''
Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server.
===delban===
Usage: '''delban (ip address)'''
Deletes this particular entry from the ban list.
===banlist===
Usage: '''banlist'''
Displays all the entires in the ban list.
===clearbans===
Usage: '''clearbans'''
Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==Exception list==
===addexception===
Usage: '''addexception (ip address) [optional reason]'''
Allows players whose IP also falls under a ban list entry to enter the server.
===delexception===
Usage: '''delexception (ip address)'''
Deletes this particular entry from the exception list.
===exceptionlist===
Usage: '''exceptionlist'''
Displays all the entires in the exception list.
===clearexceptions===
Usage: '''clearexceptions'''
Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.'''
==FAQs==
===Are wildcards supported for IPs?===
Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry)
===Do I need to type in the entire IP?===
No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server.
===What exactly is the exception list and what can I do with it?===
The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit.
===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?===
'''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers.
e81d1b5ea24a893a5f4062eca21d2ab661852a41
Banlist
0
1610
3215
2008-06-06T21:37:18Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#banlist]][[Category:Server_commands]]
79958eec617e2ab0aa6d721e6ef9839320622f4d
Basic Server Settings
0
1638
3739
3738
2012-07-26T07:43:30Z
Pseudoscientist
76
/* maxplayersperteam */
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
== Master Server Communication Settings ==
===addmaster===
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
===delmaster===
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
===masters===
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
===usemasters===
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
== Network Settings ==
===Universal Plug and Play===
Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually.
====Enabling UPnP====
Usage '''sv_upnp (0-1)'''
Enables Universal Plug and Play to autoconfigure on compliant routers.
====UPnP Discover Timeout====
Usage '''sv_upnp_discovertimeout (#)'''
Length of time that Odamex will seek for UPnP compliant routers at server start up.
====UPnP Description====
Usage '''sv_upnp_description "Odamex Server"'''
PLEASE DOCUMENT.
====UPnP Internal IP====
Usage '''sv_upnp_internalip'''
This cvar stores the internal IP address of the router. It cannot be changed.
====UPnP External IP====
Usage '''sv_upnp_externalip'''
This cvar stores the external IP address of the router. It cannot be changed.
===maxrate===
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
===natport===
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
===networkcompression===
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
== Advertising Settings ==
===email===
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
===hostname===
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
===motd===
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
===website===
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
== Privacy Settings ==
===Bans & Exceptions===
Read [[ban and exception lists]] for more information.
===join password===
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
===rcon password===
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
== Client Connections ==
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
===maxclients===
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
===maxplayers===
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
===maxplayersperteam===
{{latched}}
Usage: '''sv_maxplayersperteam (0-255)'''
This cvar determines maximum amount of players allowed on a team. 0 disables this feature.
===Ticbuffer===
Usage: '''sv_ticbuffer (0-1)'''
Enables Odamex's tic buffer feature. Buffers player's controller input to help provide smoother movement when lag spikes occur.
===Unlagged===
Usage: '''sv_unlag (0-1)'''
Enables Odamex's [[unlagged]] feature.
===waddownload===
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
== Useful Commands ==
===cmdlist===
Usage: '''cmdlist'''
Outputs a list of all available console commands to the console. This command works on both servers and clients.
===cvarlist===
Usage: '''cvarlist'''
Outputs a list of all available variables to the console. This command works on both servers and clients.
===Map List===
''For full information on modifying and maintaining a map list, refer to [[Map List]].''
===Voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
0d7083c1f2b8eff1515472db219d8e834f348021
3738
3632
2012-07-26T07:42:55Z
Pseudoscientist
76
/* Client Connections */ maxplayersperteam
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
== Master Server Communication Settings ==
===addmaster===
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
===delmaster===
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
===masters===
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
===usemasters===
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
== Network Settings ==
===Universal Plug and Play===
Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually.
====Enabling UPnP====
Usage '''sv_upnp (0-1)'''
Enables Universal Plug and Play to autoconfigure on compliant routers.
====UPnP Discover Timeout====
Usage '''sv_upnp_discovertimeout (#)'''
Length of time that Odamex will seek for UPnP compliant routers at server start up.
====UPnP Description====
Usage '''sv_upnp_description "Odamex Server"'''
PLEASE DOCUMENT.
====UPnP Internal IP====
Usage '''sv_upnp_internalip'''
This cvar stores the internal IP address of the router. It cannot be changed.
====UPnP External IP====
Usage '''sv_upnp_externalip'''
This cvar stores the external IP address of the router. It cannot be changed.
===maxrate===
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
===natport===
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
===networkcompression===
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
== Advertising Settings ==
===email===
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
===hostname===
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
===motd===
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
===website===
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
== Privacy Settings ==
===Bans & Exceptions===
Read [[ban and exception lists]] for more information.
===join password===
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
===rcon password===
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
== Client Connections ==
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
===maxclients===
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
===maxplayers===
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
===maxplayersperteam===
{{latched}}
Usage: '''sv_maxplayersperteam (0-255)'''
This cvar determines maximum amount of players allowed on a team. 0 disables this feature.
===Ticbuffer===
Usage: '''sv_ticbuffer (0-1)'''
Enables Odamex's tic buffer feature. Buffers player's controller input to help provide smoother movement when lag spikes occur.
===Unlagged===
Usage: '''sv_unlag (0-1)'''
Enables Odamex's [[unlagged]] feature.
===waddownload===
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
== Useful Commands ==
===cmdlist===
Usage: '''cmdlist'''
Outputs a list of all available console commands to the console. This command works on both servers and clients.
===cvarlist===
Usage: '''cvarlist'''
Outputs a list of all available variables to the console. This command works on both servers and clients.
===Map List===
''For full information on modifying and maintaining a map list, refer to [[Map List]].''
===Voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
af9be3204456ce72ff4e2b97c64e1f1c1ab4844a
3632
3612
2012-04-01T17:07:58Z
Ralphis
3
/* Client Connections */ Add ticbuffer
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
== Master Server Communication Settings ==
===addmaster===
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
===delmaster===
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
===masters===
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
===usemasters===
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
== Network Settings ==
===Universal Plug and Play===
Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually.
====Enabling UPnP====
Usage '''sv_upnp (0-1)'''
Enables Universal Plug and Play to autoconfigure on compliant routers.
====UPnP Discover Timeout====
Usage '''sv_upnp_discovertimeout (#)'''
Length of time that Odamex will seek for UPnP compliant routers at server start up.
====UPnP Description====
Usage '''sv_upnp_description "Odamex Server"'''
PLEASE DOCUMENT.
====UPnP Internal IP====
Usage '''sv_upnp_internalip'''
This cvar stores the internal IP address of the router. It cannot be changed.
====UPnP External IP====
Usage '''sv_upnp_externalip'''
This cvar stores the external IP address of the router. It cannot be changed.
===maxrate===
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
===natport===
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
===networkcompression===
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
== Advertising Settings ==
===email===
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
===hostname===
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
===motd===
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
===website===
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
== Privacy Settings ==
===Bans & Exceptions===
Read [[ban and exception lists]] for more information.
===join password===
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
===rcon password===
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
== Client Connections ==
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
===maxclients===
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
===maxplayers===
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
===Ticbuffer===
Usage: '''sv_ticbuffer (0-1)'''
Enables Odamex's tic buffer feature. Buffers player's controller input to help provide smoother movement when lag spikes occur.
===Unlagged===
Usage: '''sv_unlag (0-1)'''
Enables Odamex's [[unlagged]] feature.
===waddownload===
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
== Useful Commands ==
===cmdlist===
Usage: '''cmdlist'''
Outputs a list of all available console commands to the console. This command works on both servers and clients.
===cvarlist===
Usage: '''cvarlist'''
Outputs a list of all available variables to the console. This command works on both servers and clients.
===Map List===
''For full information on modifying and maintaining a map list, refer to [[Map List]].''
===Voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
b0f0c73509e36724f8c35419ef6e1dffcad16f97
3612
3565
2012-02-12T16:39:58Z
Ralphis
3
Add map list and voting article links
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
== Master Server Communication Settings ==
===addmaster===
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
===delmaster===
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
===masters===
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
===usemasters===
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
== Network Settings ==
===Universal Plug and Play===
Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually.
====Enabling UPnP====
Usage '''sv_upnp (0-1)'''
Enables Universal Plug and Play to autoconfigure on compliant routers.
====UPnP Discover Timeout====
Usage '''sv_upnp_discovertimeout (#)'''
Length of time that Odamex will seek for UPnP compliant routers at server start up.
====UPnP Description====
Usage '''sv_upnp_description "Odamex Server"'''
PLEASE DOCUMENT.
====UPnP Internal IP====
Usage '''sv_upnp_internalip'''
This cvar stores the internal IP address of the router. It cannot be changed.
====UPnP External IP====
Usage '''sv_upnp_externalip'''
This cvar stores the external IP address of the router. It cannot be changed.
===maxrate===
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
===natport===
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
===networkcompression===
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
== Advertising Settings ==
===email===
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
===hostname===
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
===motd===
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
===website===
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
== Privacy Settings ==
===Bans & Exceptions===
Read [[ban and exception lists]] for more information.
===join password===
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
===rcon password===
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
== Client Connections ==
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
===maxclients===
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
===maxplayers===
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
===Unlagged===
Usage: '''sv_unlag (0-1)'''
Enables Odamex's [[unlagged]] feature. As of 0.5.4, this is an experimental feature.
===waddownload===
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
== Useful Commands ==
===cmdlist===
Usage: '''cmdlist'''
Outputs a list of all available console commands to the console. This command works on both servers and clients.
===cvarlist===
Usage: '''cvarlist'''
Outputs a list of all available variables to the console. This command works on both servers and clients.
===Map List===
''For full information on modifying and maintaining a map list, refer to [[Map List]].''
===Voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
b426ed45da91f8fb80acacc702c49e7639a8cf11
3565
3543
2011-08-11T19:07:27Z
Ralphis
3
/* Client Connections */
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
== Master Server Communication Settings ==
===addmaster===
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
===delmaster===
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
===masters===
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
===usemasters===
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
== Network Settings ==
===Universal Plug and Play===
Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually.
====Enabling UPnP====
Usage '''sv_upnp (0-1)'''
Enables Universal Plug and Play to autoconfigure on compliant routers.
====UPnP Discover Timeout====
Usage '''sv_upnp_discovertimeout (#)'''
Length of time that Odamex will seek for UPnP compliant routers at server start up.
====UPnP Description====
Usage '''sv_upnp_description "Odamex Server"'''
PLEASE DOCUMENT.
====UPnP Internal IP====
Usage '''sv_upnp_internalip'''
This cvar stores the internal IP address of the router. It cannot be changed.
====UPnP External IP====
Usage '''sv_upnp_externalip'''
This cvar stores the external IP address of the router. It cannot be changed.
===maxrate===
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
===natport===
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
===networkcompression===
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
== Advertising Settings ==
===email===
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
===hostname===
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
===motd===
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
===website===
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
== Privacy Settings ==
===Bans & Exceptions===
Read [[ban and exception lists]] for more information.
===join password===
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
===rcon password===
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
== Client Connections ==
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
===maxclients===
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
===maxplayers===
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
===Unlagged===
Usage: '''sv_unlag (0-1)'''
Enables Odamex's [[unlagged]] feature. As of 0.5.4, this is an experimental feature.
===waddownload===
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
== Useful Commands ==
===cmdlist===
Usage: '''cmdlist'''
Outputs a list of all available console commands to the console. This command works on both servers and clients.
===cvarlist===
Usage: '''cvarlist'''
Outputs a list of all available variables to the console. This command works on both servers and clients.
525f7b491b3470e12c013e05bdf96bf5a2492a92
3543
3477
2011-08-11T18:26:33Z
Ralphis
3
upnp addition
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
== Master Server Communication Settings ==
===addmaster===
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
===delmaster===
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
===masters===
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
===usemasters===
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
== Network Settings ==
===Universal Plug and Play===
Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually.
====Enabling UPnP====
Usage '''sv_upnp (0-1)'''
Enables Universal Plug and Play to autoconfigure on compliant routers.
====UPnP Discover Timeout====
Usage '''sv_upnp_discovertimeout (#)'''
Length of time that Odamex will seek for UPnP compliant routers at server start up.
====UPnP Description====
Usage '''sv_upnp_description "Odamex Server"'''
PLEASE DOCUMENT.
====UPnP Internal IP====
Usage '''sv_upnp_internalip'''
This cvar stores the internal IP address of the router. It cannot be changed.
====UPnP External IP====
Usage '''sv_upnp_externalip'''
This cvar stores the external IP address of the router. It cannot be changed.
===maxrate===
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
===natport===
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
===networkcompression===
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
== Advertising Settings ==
===email===
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
===hostname===
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
===motd===
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
===website===
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
== Privacy Settings ==
===Bans & Exceptions===
Read [[ban and exception lists]] for more information.
===join password===
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
===rcon password===
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
== Client Connections ==
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
===maxclients===
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
===maxplayers===
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
===waddownload===
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
== Useful Commands ==
===cmdlist===
Usage: '''cmdlist'''
Outputs a list of all available console commands to the console. This command works on both servers and clients.
===cvarlist===
Usage: '''cvarlist'''
Outputs a list of all available variables to the console. This command works on both servers and clients.
c3750e365890f9443cea063c2bce22cbbe6f72ff
3477
3444
2010-08-23T11:40:47Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====motd====
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====join password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
====rcon password====
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
=== Network Settings ===
====maxrate====
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
====natport====
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
====networkcompression====
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
=== Useful Commands ===
====cmdlist====
Usage: '''cmdlist'''
Outputs a list of all available console commands to the console. This command works on both servers and clients.
====cvarlist====
Usage: '''cvarlist'''
Outputs a list of all available variables to the console. This command works on both servers and clients.
3b65ea36f9e09c3c125f207bea6c3243c9561b58
3444
3443
2010-08-06T05:18:10Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====motd====
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====join password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
====rcon password====
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
=== Network Settings ===
====maxrate====
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
====natport====
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
====networkcompression====
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
9e3c0ee6e4aff3eb949904f1b9b37fa8c67374d4
3443
3438
2010-08-06T05:17:46Z
Ralphis
3
/* Network Settings */
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====motd====
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====join password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
====rcon password====
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
=== Network Settings ===
====maxrate====
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
====natport====
Usage: '''sv_natport (Port #)'''
Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number.
====networkcompression====
Usage: '''sv_networkcompression (0-1)'''
The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk.
a84af85af02533debbbc48e07c532e61e1de47f4
3438
3437
2010-08-06T05:01:29Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====motd====
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====join password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
====rcon password====
Usage: '''rcon_password "example"'''
The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
=== Network Settings ===
====maxrate====
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
====natport====
Usage: '''sv_natport (#)'''
====networkcompression====
Usage: '''sv_networkcompression (0-1)'''
6864f4275eda84a0e1e6c2169006fbbb9cf12b2f
3437
3433
2010-08-06T04:58:51Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====motd====
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
=== Network Settings ===
====maxrate====
Usage: '''sv_maxrate (500-200000)'''
The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be.
====natport====
Usage: '''sv_natport (#)'''
====networkcompression====
Usage: '''sv_networkcompression (0-1)'''
4b7e92ac51fb3285cf4c14d4a88700f3edee3c93
3433
3432
2010-08-06T04:56:27Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====motd====
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
=== Network Settings ===
====maxrate====
Usage: '''sv_maxrate (500-200000)'''
====natport====
Usage: '''sv_natport (#)'''
====networkcompression====
Usage: '''sv_networkcompression (0-1)'''
42ca556a36c7b2a1ae52190207839845041f069b
3432
3428
2010-08-06T04:49:22Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====motd====
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
=== Network Settings ===
b4444d808db7fe06ba2de08eb81aa69f251fdfaa
3428
3390
2010-08-06T04:26:29Z
Ralphis
3
/* Advertising Settings */ add motd
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
====motd===
Usage: '''sv_motd "Welcome to Odamex!"'''
The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
01b9fae84a52bdea4ebf29e156fa5c4080167573
3390
3329
2010-08-06T03:31:54Z
Ralphis
3
Changes to sv_*
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''sv_usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''sv_email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''sv_hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====website====
Usage: '''sv_website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''join_password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''sv_maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''sv_maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''sv_waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
7e325774b2e5086edd1a0462d6c9215527564f3a
3329
3328
2008-08-07T14:27:15Z
Ralphis
3
formatting
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
0d5d69948d4c1eb9a66fc60d9990b6629de3e327
3328
3327
2008-08-07T14:26:17Z
Ralphis
3
/* Client Connections */
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
''For information on protecting your server from malicious users, visit [[Abuse Prevention]].''
====maxclients====
{{latched}}
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
caa6f10984efbc550c35169f3f3c28283a3440bd
3327
3317
2008-08-07T14:26:02Z
Ralphis
3
/* Client Connections */
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
For information on protecting your server from malicious users, visit [[Abuse Prevention]].
====maxclients====
{{latched}}
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
9cce3fa2bfb88e3337352db35ecfbdc3b23a7c6b
3317
3312
2008-08-06T20:18:44Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Master Server Communication Settings ===
====addmaster====
Usage: '''addmaster (ip/domain:port)'''
Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port.
====delmaster====
Usage: '''delmaster (ip/domain:port)'''
Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets.
====masters====
Usage: '''masters'''
Lists master servers which the server will advertise to if '''usemasters''' is enabled.
====usemasters====
Usage: '''usemasters (0-1)'''
If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
====maxclients====
{{latched}}
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
fa7abad20f3c22ffa9d2312f1ac076ad45bceb2f
3312
3310
2008-08-06T20:02:21Z
Ralphis
3
wikitext
text/x-wiki
''For more information on getting started running a server, visit [[how to run a server]].''
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====usemasters====
Usage: '''usemasters (0-1)'''
If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
====maxclients====
{{latched}}
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
25137f26640d1217f6aecbc0ed1e650f8177187b
3310
3309
2008-08-06T19:57:04Z
Ralphis
3
/* maxplayers */
wikitext
text/x-wiki
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====usemasters====
Usage: '''usemasters (0-1)'''
If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
====maxclients====
{{latched}}
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
{{latched}}
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
efbed7d2e166a11f808c0b62bad6c47fbbea2cbb
3309
3301
2008-08-06T19:56:48Z
Ralphis
3
/* maxclients */
wikitext
text/x-wiki
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====usemasters====
Usage: '''usemasters (0-1)'''
If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
====maxclients====
{{latched}}
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
6fa1acb3096e61dd9a02a7771bf6a0a1ea6e6887
3301
2008-08-06T19:51:54Z
Ralphis
3
wikitext
text/x-wiki
=== Advertising Settings ===
====email====
Usage: '''email "email@domain.com"'''
The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank.
====hostname====
Usage: '''hostname "Example Server Name"'''
Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world.
====usemasters====
Usage: '''usemasters (0-1)'''
If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers.
====website====
Usage: '''website "http://odamex.net/"'''
The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank.
=== Privacy Settings ===
====Bans & Exceptions====
Read [[ban and exception lists]] for more information.
====password====
Usage: '''password "example"'''
If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank.
=== Client Connections ===
====maxclients====
Usage: '''maxclients (1-255)'''
The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary.
====maxplayers====
Usage: '''maxplayers (1-255)'''
The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''.
====waddownload====
Usage: '''waddownload (0-1)'''
The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them).
If enabled, any client connecting that does not have the needed wad will download it directly from the server.
6947e4b38c52e9080ccbfafe5bca346aadec51d8
Bind
0
1421
2217
2151
2006-04-20T22:16:17Z
Voxel
2
/* bind */
wikitext
text/x-wiki
===bind===
The bind command is used to set certain keys to certain functions. Most keys can be binded using the client options menu. However, certain commands not in that menu can be set using this console command.
''Ex. To set the F10 key to close Odamex on button press the console command '''"bind F10 quit"''' would be used. This tells Odamex to run the command 'quit' through the console when the F10 key is pressed.''
[[Category:Client_commands]]
82bbe10c6fc4a4ca4c4dfd4aa4eb6f9974a64a03
2151
2006-04-16T04:30:57Z
Ralphis
3
wikitext
text/x-wiki
===bind===
The bind command is used to set certain keys to certain functions. Most keys can be binded using the client options menu. However, certain commands not in that menu can be set using this console command.
''Ex. To set the F10 key to close Odamex on button press the console command '''bind F10 quit''' would be used. This tells Odamex to run the command 'quit' through the console when the F10 key is pressed.''
[[Category:Client_commands]]
7bbec9e247ec6816e028c7c5a51c302d2f6d4979
Bugs
0
1309
3894
3893
2019-01-17T15:35:26Z
Ch0wW
138
/* Good examples */
wikitext
text/x-wiki
== Why bother? ==
*• This helps improve Odamex by making it more robust ;
*• This will help improve your bugfinding and testing skills ;
*• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem).
== Bug Tester's Guide ==
You can contribute to Odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* ► '''[http://odamex.net/bugs Bugzilla]''',
* ► Your '''[[debugger]]''',
* ► A guide to '''[[regression|regression testing]]''',
* ► Our '''[https://github.com/odamex/odamex Github]''' repository.
=== Things to do ===
If you are involved in testing, you should generally build Odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
*• [[Debugger]] information '''including the callstack'''
*• Steps to reproduce the crash (what you did to make it happen)
*• Other information including WAD files, map, operating system, compiler used and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
*• A textbook example is shown in {{Bug|163}}
*• A good report is provided by {{Bug|116}}
f5ca62dd4f01a467e3bf7b22dc11e921a46ed4cd
3893
3892
2019-01-17T15:35:11Z
Ch0wW
138
/* What to include */
wikitext
text/x-wiki
== Why bother? ==
*• This helps improve Odamex by making it more robust ;
*• This will help improve your bugfinding and testing skills ;
*• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem).
== Bug Tester's Guide ==
You can contribute to Odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* ► '''[http://odamex.net/bugs Bugzilla]''',
* ► Your '''[[debugger]]''',
* ► A guide to '''[[regression|regression testing]]''',
* ► Our '''[https://github.com/odamex/odamex Github]''' repository.
=== Things to do ===
If you are involved in testing, you should generally build Odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
*• [[Debugger]] information '''including the callstack'''
*• Steps to reproduce the crash (what you did to make it happen)
*• Other information including WAD files, map, operating system, compiler used and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
4de80f60c6f1087e60f3fa0421d268a930851fde
3892
3891
2019-01-17T15:32:53Z
Ch0wW
138
/* Bug Tester's Guide */
wikitext
text/x-wiki
== Why bother? ==
*• This helps improve Odamex by making it more robust ;
*• This will help improve your bugfinding and testing skills ;
*• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem).
== Bug Tester's Guide ==
You can contribute to Odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* ► '''[http://odamex.net/bugs Bugzilla]''',
* ► Your '''[[debugger]]''',
* ► A guide to '''[[regression|regression testing]]''',
* ► Our '''[https://github.com/odamex/odamex Github]''' repository.
=== Things to do ===
If you are involved in testing, you should generally build Odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
6a98f65a2080a86c90e2fc446708a4e6b5f421c5
3891
3867
2019-01-17T15:32:03Z
Ch0wW
138
/* Why bother? */
wikitext
text/x-wiki
== Why bother? ==
*• This helps improve Odamex by making it more robust ;
*• This will help improve your bugfinding and testing skills ;
*• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem).
== Bug Tester's Guide ==
You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* ► '''[http://odamex.net/bugs Bugzilla]''',
* ► Your '''[[debugger]]''',
* ► A guide to '''[[regression|regression testing]]''',
* ► Our '''[https://github.com/odamex/odamex Github]''' repository.
=== Things to do ===
If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2018-12-26T20:07:58Z
Ch0wW
138
/* Known bugs */
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== Bug Tester's Guide ==
You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* ► '''[http://odamex.net/bugs Bugzilla]''',
* ► Your '''[[debugger]]''',
* ► A guide to '''[[regression|regression testing]]''',
* ► Our '''[https://github.com/odamex/odamex Github]''' repository.
=== Things to do ===
If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2018-12-26T20:07:12Z
Ch0wW
138
/* Resources */
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== Bug Tester's Guide ==
You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* ► '''[http://odamex.net/bugs Bugzilla]''',
* ► Your '''[[debugger]]''',
* ► A guide to '''[[regression|regression testing]]''',
* ► Our '''[https://github.com/odamex/odamex Github]''' repository.
=== Things to do ===
If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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3791
2014-03-06T02:07:34Z
JKist3
116
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== Bug Tester's Guide ==
You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* [http://odamex.net/bugs Bugzilla]
* Your [[debugger]]
* A guide to [[regression|regression testing]]
* Our [[svn]] repository
=== Things to do ===
If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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JKist3
116
/* Bug Tester's Guide */
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== Bug Tester's Guide ==
You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* [http://odamex.net/bugs Bugzilla]
* Your [[debugger]]
* A guide to [[bugs]]
* A guide to [[regression|regression testing]]
* Our [[svn]] repository
=== Things to do ===
If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2007-01-12T01:02:19Z
Manc
1
/* Bug Tester's Guide */
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== Bug Tester's Guide ==
You can contribute to odamex by finding new bgs and testing to see if existing bugs have been resolved.
=== Resources ===
There are several resources open to you:
* [http://odamex.net/bugs Bugzilla]
* Your [[debugger]]
* A guide to [[bugs]]
* A guide to [[regression|regression testing]]
* Our [[svn]] repository
=== Things to do ===
If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2006-10-31T01:47:41Z
Voxel
2
/* Bug Tester's Guide */
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== Bug Tester's Guide ==
You can contribute to odamex by finding new and testing to see if existing ones have been resolved.
=== Resources ===
There are several resources open to you:
* [http://odamex.net/bugs Bugzilla]
* Your [[debugger]]
* A guide to [[bugs]]
* A guide to [[regression|regression testing]]
* Our [[svn]] repository
=== Things to do ===
If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information.
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2306
2006-10-31T01:38:58Z
Ralphis
3
Merged Bug Tester's Guide into Bugs
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== Bug Tester's Guide ==
You can contribute to odamex by finding new and testing to see if existing ones have been resolved.
=== Resources ===
There are several resources open to you:
* [http://odamex.net/bugs Bugzilla]
* Your [[debugger]]
* A guide to [[bugs]]
* A guide to [[regression|regression testing]]
* Our [[svn]] repository
=== Things to do ===
==== Known bugs ====
If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository.
==== New bugs ====
Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug.
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2306
2297
2006-09-21T21:33:23Z
86.143.3.146
0
/* What to include */
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report (or as much as you can):
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
0eb0fe971c89b14e2aac3b8d43556f2c782af369
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2006-09-20T06:47:26Z
Russell
4
wikitext
text/x-wiki
== Why bother? ==
* This helps improve Odamex by making it more robust
* This will help improve your bugfinding and testing skills
* You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem)
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], the following information should be included in your report:
* [[Debugger]] information '''including the callstack'''
* Steps to reproduce the crash (what you did to make it happen)
* Other information including wad files, map, operating system, compiler and configuration (being server config, etc)
If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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1708
2006-03-31T09:00:12Z
Voxel
2
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2006-03-31T08:12:07Z
Voxel
2
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbook example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
__NOEDITSECTION__
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1701
2006-03-31T07:09:47Z
Voxel
2
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbox example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
__NOEDITSECTION__
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1701
1393
2006-03-31T07:08:38Z
Voxel
2
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
== Good examples ==
* A textbox example is shown in {{Bug|163}}
* A good report is provided by {{Bug|116}}
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2006-03-30T18:09:16Z
Voxel
2
/* What to include */
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced.
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2006-03-30T18:08:49Z
Voxel
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/* What to include */
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out.
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2006-03-30T18:08:33Z
Voxel
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/* How to report a bug */
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config.
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Voxel
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wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config.
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Voxel
2
/* How to report a bug */
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config.
== Regression testing ==
Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests.
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Voxel
2
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do regression testing to work this out.
== What to include ==
For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config.
== Regression testing ==
Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests.
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Voxel
2
/* How to report a bug */
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do regression testing to work this out.
== Regression testing ==
Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests.
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Voxel
2
/* How to report a bug */
wikitext
text/x-wiki
== Why bother? ==
* Help odamex
* Improve your IT and testing skills
* You might get mentioned in the credits if your report was very helpful
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may beed to do regression testing to work this out.
== Regression testing ==
Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests.
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1319
2006-03-29T12:47:36Z
Voxel
2
wikitext
text/x-wiki
== How to report a bug ==
The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them.
767d345a10dc7213ee9a05f006749b49b03632e7
Bugtesting Weekends
0
1560
2953
2952
2007-10-25T15:52:32Z
Ralphis
3
minor cleanup
wikitext
text/x-wiki
=== What you need ===
* Every tester needs a '''debug''' version of Odamex.
** People who can compile should. This includes people running Linux and Mac OS X, as it's relatively trivial to compile on thos systems.
** People who can't compile should use [http://alexmax.unidoom.org/odamex/ AlexMax's daily builds]. These are all-in-one packages that supply everything you need to test properly.
** There should be an established SVN version that is used. If denis or someone else makes a commit durring testing, don't use it until the session is over. After the session is over, anyone who wants to stick around.
* Every tester needs a copy of gdb.
** Seriously. Don't ever run Odamex without running a copy of gdb on top of it. Ever.
** AlexMax's daily builds come with a copy of gdb and a batch file to run Odamex with gdb.
** To start the program from gdb, type in '''run''' at the gdb prompt.
** If you want to start odamex with command line arguments, type in '''run ''command line arguments''''' at the gdb prompt.
** If you run into any breakpoints, type in '''continue''' to continue past them.
** If Odamex crashes, you will be left looking at a gdb prompt. Type in '''bt''' to get a backtrace, and copy the output to the [http://odamex.net/pastebin Odamex Pastebin], then file a bug report.
=== What do you need to do as a tester ===
* Following up on old bugs
** The reason I put this first instead of second is because it is FAR more important to follow up on bugs than it is to find them.
** If nobody is asking people to test a particular bug, take the initiative, pick a random bug from the bugtracker and follow up. If you can't reproduce the bug after a reasonable amount of time, then say so in the bug tracker, along with the version you're testing.
* Finding bugs
** If you run into a bug, please post it on the bugtracker.
*** If you run into a bug that crashes the game, make sure and get the backtrace. Crashing should bring you into gdb (you were running gdb, right?), type in '''bt''' to get the backtrace. From there, copypaste the output into the [[pastebin]].
** First, before you post, browse the bugtracker and see if it's a duplicate of anything. If it is, add to that bug. If it's not, post a new bug.
*** If you accidently post a bug that happens to already be on the bugtracker somewhere, reference the bugs to each other.
**** The bugtracker will automatically parse "bug xxx" and link to the appropriate bug.
**** Post "Still in Odamex as if release xxx, see bug xxx" in the earlier bug.
**** Post "Duplicate of bug xxx" in the more recent bug.
74a1c67939c2376f2c31ee7c144fa8568948cadb
2952
2949
2007-10-06T17:16:19Z
AlexMax
9
/* What you need */
wikitext
text/x-wiki
Sup
=== What you need ===
* Every tester needs a '''debug''' version of Odamex.
** People who can compile should. This includes people running Linux and Mac OS X, as it's relatively trivial to compile on thos systems.
** People who can't compile should use [http://alexmax.unidoom.org/odamex/ AlexMax's daily builds]. These are all-in-one packages that supply everything you need to test properly.
** There should be an established SVN version that is used. If denis or someone else makes a commit durring testing, don't use it until the session is over. After the session is over, anyone who wants to stick around.
* Every tester needs a copy of gdb.
** Seriously. Don't ever run Odamex without running a copy of gdb on top of it. Ever.
** AlexMax's daily builds come with a copy of gdb and a batch file to run Odamex with gdb.
** To start the program from gdb, type in '''run''' at the gdb prompt.
** If you want to start odamex with command line arguments, type in '''run ''command line arguments''''' at the gdb prompt.
** If you run into any breakpoints, type in '''continue''' to continue past them.
** If Odamex crashes, you will be left looking at a gdb prompt. Type in '''bt''' to get a backtrace, and copy the output to the [http://odamex.net/pastebin Odamex Pastebin], then file a bug report.
=== What do you need to do as a tester ===
* Following up on old bugs
** The reason I put this first instead of second is because it is FAR more important to follow up on bugs than it is to find them.
** If nobody is asking people to test a particular bug, take the initiative, pick a random bug from the bugtracker and follow up. If you can't reproduce the bug after a reasonable amount of time, then say so in the bug tracker, along with the version you're testing.
* Finding bugs
** If you run into a bug, please post it on the bugtracker.
*** If you run into a bug that crashes the game, make sure and get the backtrace. Crashing should bring you into gdb (you were running gdb, right?), type in '''bt''' to get the backtrace. From there, copypaste the output into the [[pastebin]].
** First, before you post, browse the bugtracker and see if it's a duplicate of anything. If it is, add to that bug. If it's not, post a new bug.
*** If you accidently post a bug that happens to already be on the bugtracker somewhere, reference the bugs to each other.
**** The bugtracker will automatically parse "bug xxx" and link to the appropriate bug.
**** Post "Still in Odamex as if release xxx, see bug xxx" in the earlier bug.
**** Post "Duplicate of bug xxx" in the more recent bug.
4b4140b1bd1fc61ddb262c852d05f558f317b088
2949
2007-09-28T14:50:29Z
AlexMax
9
wikitext
text/x-wiki
Sup
=== What you need ===
* Every tester needs a '''debug''' version of Odamex.
** People who can compile should, and people who can't should get someone to send them a debug package of the latest SVN.
** There should be an established SVN version that is used. If denis or someone else makes a commit durring testing, don't use it until the session is over. After the session is over, anyone who wants to stick around
* Every tester needs a copy of gdb.
** Seriously. Don't ever run Odamex without running a copy of gdb on top of it. Ever.
=== What do you need to do as a tester ===
* Following up on old bugs
** The reason I put this first instead of second is because it is FAR more important to follow up on bugs than it is to find them.
** If nobody is asking people to test a particular bug, take the initiative, pick a random bug from the bugtracker and follow up. If you can't reproduce the bug after a reasonable amount of time, then say so in the bug tracker, along with the version you're testing.
* Finding bugs
** If you run into a bug, please post it on the bugtracker.
*** If you run into a bug that crashes the game, make sure and get the backtrace. Crashing should bring you into gdb (you were running gdb, right?), type in '''bt''' to get the backtrace. From there, copypaste the output into the [[pastebin]].
** First, before you post, browse the bugtracker and see if it's a duplicate of anything. If it is, add to that bug. If it's not, post a new bug.
*** If you accidently post a bug that happens to already be on the bugtracker somewhere, reference the bugs to each other.
**** The bugtracker will automatically parse "bug xxx" and link to the appropriate bug.
**** Post "Still in Odamex as if release xxx, see bug xxx" in the earlier bug.
**** Post "Duplicate of bug xxx" in the more recent bug.
d8cff8a8a67b6a3e8409bd811062117b6ed020bb
Building odamex.wad using DeuTex
0
1561
2958
2955
2007-10-27T01:19:42Z
Russell
4
wikitext
text/x-wiki
DeuTex is a wad composer and is used by Odamex as a tool for building
the special resource file (odamex.wad)
== Building the wad under Unices ==
Usually, if you're in the Base odamex directory, all you have to do to
build the wad file is type the following commands into your shell/terminal:
<pre>
cd wad
./deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad
</pre>
== Building the wad on Windows ==
Same as above, the only difference is removing the ./ from the beginning
of the build command:
<pre>
cd wad
deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad
</pre>
== External Links ==
[http://www.teaser.fr/~amajorel/deutex/ DeuTex website]
0a5711bc8c2145692be300fdc33f6b32b5722be4
2955
2007-10-27T01:13:10Z
Russell
4
wikitext
text/x-wiki
DeuTex is a wad composer and is used by Odamex as a tool for building
the special resource file (odamex.wad)
== Building the wad under Unices ==
Usually, if you're in the Base odamex directory, all you have to do to
build the wad file is type the following commands into your shell/terminal:
<pre>
cd wad
./deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad
</pre>
== Building the wad on Windows ==
Same as above, the only difference is removing the ./ from the beginning
of the build command.
<pre>
cd wad
deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad
</pre>
fa1f486c343ae6dca8be095b14bed8626d7ba04f
Bumpgamma
0
1450
2232
2006-05-03T15:42:44Z
AlexMax
9
wikitext
text/x-wiki
===bumpgamma===
"Bumps" the current value of [[gamma]] up by 0.1, up to 1.5, after which it has no apparent effect.
[[Category:Client_commands]]
1f2041f0ccfee20b6ad198fc85c2c7b7149534a5
BuzzellOttinger207
0
1784
3683
2012-07-11T00:16:35Z
151.54.250.100
0
Created page with "The very first product is apparent: make sure to observe trials of the photographer's function. The subsequent merchandise is just like crucial and often times are usually dis..."
wikitext
text/x-wiki
The very first product is apparent: make sure to observe trials of the photographer's function. The subsequent merchandise is just like crucial and often times are usually disregarded simply by individuals selecting a wedding wedding photographer for the first-time.
A number of companies have more than a single wedding photographer. Be sure that the taste photographs you're shown had been obtained simply by the professional photographer who do your wedding.
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Make sure you will see a closed agreement, ask for a blank copy, see clearly very carefully, and compare that along with the deals of various other companies prior to you signing.
Some companies provide the completed item more quickly as opposed to runners. Be sure to inquire about this specific.
Some authors that realize tiny about the technical issues of pictures advise to question what type of equipment is used. Can it really matter? You can either like the appear of the trials, or you don't. There is absolutely no far better "quality" check than simply taking a look at concluded operate. A professional photographer is an artist and they will choose the equipment which best operate for all of them.
Take into account possessing your wedding appropriately videotaped prior to picking a digital photographer. You've probably noticed wedding videotapes manufactured by the "Uncle Joe" and were not very amazed. It is not a recognized undeniable fact that you can find video companies in the local area that create specialist wedding video tutorials that appear to be and appear to be films, and however the cost is typically below what you would spend for a digital photographer. You might want to modify your digital photography price range to enable for this particular after you have observed a few manifestations.
54e17fdef797e5c11e3bf9343c437448d857a4e8
CamaraMcanally233
0
1776
3675
2012-07-10T16:59:02Z
173.212.192.140
0
Created page with "With this training study training, Deke McClelland offers a [http://www.free-ebook-download.net/video-training/107423-yoga-transformation-strength-energy-deepak-chopra-tara-st..."
wikitext
text/x-wiki
With this training study training, Deke McClelland offers a [http://www.free-ebook-download.net/video-training/107423-yoga-transformation-strength-energy-deepak-chopra-tara-stiles.html Yoga Transformation: Strength And Energy by Deepak Chopra And Tara Stiles] put peak on the new features throughout Illustrator CS6. He unveils the strategies at the rear of the newest darkish program, searchable levels, the actual effective Cloud Audience, Camera Uncooked Seven, video enhancing, and the Adaptive Wide Perspective filtration system, that removes distortions from extreme fisheye photographs and panoramas. Deke additionally covers the brand new nondestructive Harvest instrument, broken strokes, paragraph and[http://www.free-ebook-download.net/video-training/107424-trudie-stylers-weight-loss-yoga-2011-a.html Trudie Stylers - Weight Loss Yoga (2011)]
personality types, editable 3D kind, and also the exciting Content-Aware Move device, which usually techniques choices[http://www.free-ebook-download.net/video-training/107425-lynda-com-photoshop-cs6-new-features.html Lynda.com - Photoshop CS6 New Features]
and also instantly heals the particular skills
6fdb57eb5762b4891ffc536e7e05918232cde388
Capture The Flag
0
1649
3540
3527
2011-08-11T17:40:44Z
Ralphis
3
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in seconds.
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
NOTE: If the value is changed while a flag(s) has been dropped, the flag will internally still hold the old time out value. So the old timeout will need to be extinguished before the new one takes effect or the flag gets picked up and dropped again
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
For more information on relevant teamplay cvars, see [[sv_gametype]].
04c44685d6434852f5b026228138a58eecb1a6c6
3527
3526
2011-07-17T01:20:28Z
Russell
4
/* ctf_flagtimeout */
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
The value is measured in seconds
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
NOTE: If the value is changed while a flag(s) has been dropped, the flag will internally still hold the old time out value. So the old timeout will need to be extinguished before the new one takes effect or the flag gets picked up and dropped again
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
For more information on relevant teamplay cvars, see [[sv_gametype]].
cd66e9122f362d6941731d0fa50fa11218014d04
3526
3452
2011-07-17T01:18:11Z
Russell
4
/* ctf_flagtimeout */
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
The value is measured in seconds
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
NOTE: It is also worth mentioning that changing the value while a flag is dropped will not affect the flag until it is picked up and dropped again
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
For more information on relevant teamplay cvars, see [[sv_gametype]].
cb4cdfd5ac9bba18980ee96cdc690b8da07aee2d
3452
3447
2010-08-06T05:38:49Z
Ralphis
3
/* Relevant Teamplay CVARs */
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds).
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
For more information on relevant teamplay cvars, see [[sv_gametype]].
5eee6a9e1c7494a389a8161c64661f4a4fab87bf
3447
3427
2010-08-06T05:31:31Z
Ralphis
3
/* friendlyfire */
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds).
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
====friendlyfire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====sv_teamspawns====
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
It's application in the CTF gametype:
If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior.
f04b74aafe05f7725668f903e097af089a14cff5
3427
3355
2010-08-06T04:22:56Z
Ralphis
3
/* friendlyfire */
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds).
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
====friendlyfire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor.
If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====sv_teamspawns====
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
It's application in the CTF gametype:
If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior.
b582d7e2d3a81202442b060fe15f1916f260c24f
3355
3342
2008-10-07T18:40:29Z
Ralphis
3
/* Relevant Teamplay CVARs */
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds).
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
====friendlyfire====
Usage: '''friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor.
If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====sv_teamspawns====
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
It's application in the CTF gametype:
If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior.
9abd975fa82ad1c98c2d324a27ccc665cd3c4e4c
3342
2008-09-03T08:28:59Z
Ralphis
3
wikitext
text/x-wiki
''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].''
=== CTF Server Settings ===
====ctf_flagtimeout====
Usage: '''ctf_flagtimeout (#)'''
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds).
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
====ctf_flagathometoscore====
Usage: '''ctf_flagathometoscore (0-1)'''
This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.
====ctf_manualreturn====
Usage: '''ctf_manualreturn (0-1)'''
This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.
If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.
=== Relevant Teamplay CVARs ===
====sv_teamspawns====
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
It's application in the CTF gametype:
If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior.
3d392a88edf6b0dcca5b458326640eae0b3915d6
Centerview
0
1440
2184
2006-04-16T05:03:55Z
Ralphis
3
wikitext
text/x-wiki
===centerview===
This command is commonly associated with mouselook. It will center your view to the standard doom view.
[[Category:Client_commands]]
a6cbd6e130f71bfb0e8ea15744d4f2491cdfde52
Changemus
0
1439
2911
2181
2007-04-16T05:08:02Z
Russell
4
wikitext
text/x-wiki
{{Cheats}}
===changemus===
This command allows your client to switch between a wad's music tracks.
''Ex. If you wanted the map01 music of a wad to play you would use the command '''changemus d_runnin'''.
This is a debatable cheat.
UPDATE:
As of rev 212, this command is an [[alias]] of [[idmus]]
This currently does NOT support specifying lump names
[[Category:Client_commands]]
77c58fae3ab043fce1b48e857407b3ff41bd0360
2181
2006-04-16T05:02:02Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===changemus===
This command allows your client to switch between a wad's music tracks.
''Ex. If you wanted the map01 music of a wad to play you would use the command '''changemus d_runnin'''.
This is a debatable cheat.
See also: [[idmus]]
[[Category:Client_commands]]
95c5e5cf11302df11c70318865120369a70fcf17
Cheat
0
1357
1663
1662
2006-03-31T06:09:59Z
Voxel
2
wikitext
text/x-wiki
Note: This page is about legitimate cheats which can be toggled with the [[sv_cheats|sv_cheats]] command.
178f08e8cefbab0b15e83fed698f4a1771c17cf6
1662
2006-03-31T06:09:11Z
Voxel
2
wikitext
text/x-wiki
{{Selfref|Cheat}}
43d219302adb61795db91437e4738e3f611119e5
Cheating
0
1293
3647
3090
2012-05-09T23:50:28Z
Manc
1
/* What you can do */
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that changes one's speed in order to do things that are normally not possible, like moving faster than other players. There are many ways to do this, almost all of them change the timing of the client's outgoing data packets.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require far more storage and maintenance than even a blacklist
* It would provide a single point of failure
* It would give someone control over users that nobody should have
=== Sacrificing performance ===
Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients.
Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games]
== Possible solutions ==
=== Statistical evaluation ===
Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones.
=== Clientside virtual machine ===
It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful.
== What you can do ==
When you believe that another player has used an unfair advantage against you, you can report that player to the server administrator. The Odamex development team could be interested in this as a bug to be fixed, but please take up issues with the player themselves with your server administration. The Odamex development team does not have the power to ban a player globally or on any individual server except where it is a server operated by a team member.
If you do think it's a bug, please prepare all the necessary information and file a report on our [http://odamex.net/bugs bug tracker].
45ad4591bc4da0a9b21a964c25115049a0c88a16
3090
3089
2008-05-05T15:16:35Z
Voxel
2
/* Whitelisting */
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that changes one's speed in order to do things that are normally not possible, like moving faster than other players. There are many ways to do this, almost all of them change the timing of the client's outgoing data packets.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require far more storage and maintenance than even a blacklist
* It would provide a single point of failure
* It would give someone control over users that nobody should have
=== Sacrificing performance ===
Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients.
Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games]
== Possible solutions ==
=== Statistical evaluation ===
Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones.
=== Clientside virtual machine ===
It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful.
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.
942f7319fd6c3639810951ebd880ac5486a6fc25
3089
2221
2008-05-05T15:14:58Z
Voxel
2
/* Speedhack */
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that changes one's speed in order to do things that are normally not possible, like moving faster than other players. There are many ways to do this, almost all of them change the timing of the client's outgoing data packets.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require far more storage and maintenance than even a blacklist
* It would provide a single point of failure
=== Sacrificing performance ===
Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients.
Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games]
== Possible solutions ==
=== Statistical evaluation ===
Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones.
=== Clientside virtual machine ===
It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful.
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.
e494497ee383f2c6b480401e45049bba64b930ba
2221
2197
2006-04-26T10:40:32Z
Voxel
2
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require far more storage and maintenance than even a blacklist
* It would provide a single point of failure
=== Sacrificing performance ===
Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients.
Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games]
== Possible solutions ==
=== Statistical evaluation ===
Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones.
=== Clientside virtual machine ===
It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful.
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.
7bac208fcee0dd3df2dd53dc4bf724fc90c87dcd
2197
1903
2006-04-16T06:43:13Z
Nautilus
10
/* What you can do */
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require far more storage and maintenance than even a blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.
8e2754a1370d497fd8a1373acb0fbf69eb605712
1903
1624
2006-04-07T20:38:32Z
Manc
1
/* Closing the source */
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require far more storage and maintenance than even a blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
6ee94e1c331f5b6669d00876fcfbc77de847bfc1
1624
1623
2006-03-31T03:09:56Z
72.165.84.38
0
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require far more storage and maintenance than even a blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
937f50bc17b8bf326cc393d83c7b7279da6c05e7
1623
1374
2006-03-31T03:08:04Z
72.165.84.38
0
wikitext
text/x-wiki
Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of Cheats ==
=== Wallhack ===
This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time.
=== Speedhack ===
This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players.
=== Aimbot ===
This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
de87234d09224d8c466e14a51242b8ce7fa9a8eb
1374
1357
2006-03-30T15:35:52Z
80.168.139.168
0
/* Unfair movement */
wikitext
text/x-wiki
Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of cheats ==
=== Unfair strategy ===
Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall.
=== Unfair movement ===
A speedhack is a cheat which allows a player to move faster than other players.
=== Unfair accuracy ===
Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
23e39f0f4cc5a1c9c79e4755051d98209a3ed9ee
1357
1356
2006-03-30T02:27:35Z
Manc
1
/* Whitelisting */ Wikipedia'd some links
wikitext
text/x-wiki
Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of cheats ==
=== Unfair strategy ===
Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall.
=== Unfair movement ===
A speedhack allows a cheat to move faster than other players.
=== Unfair accuracy ===
Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
461dd3d124f3f922845ab7f7e3fa2fa6cc174c08
1356
1355
2006-03-30T02:19:07Z
Manc
1
/* Blacklisting */
wikitext
text/x-wiki
Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of cheats ==
=== Unfair strategy ===
Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall.
=== Unfair movement ===
A speedhack allows a cheat to move faster than other players.
=== Unfair accuracy ===
Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheaters. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
a58e899cce9c1a67419085f1f5864c4239a229d9
1355
1345
2006-03-30T02:18:45Z
Manc
1
/* Closing the source */
wikitext
text/x-wiki
Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of cheats ==
=== Unfair strategy ===
Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall.
=== Unfair movement ===
A speedhack allows a cheat to move faster than other players.
=== Unfair accuracy ===
Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
An open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheats. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
7bfc0bcc40c59778872c8197cc30965f3ac25cd8
1345
1321
2006-03-29T13:46:56Z
Voxel
2
/* Types of cheats */
wikitext
text/x-wiki
Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of cheats ==
=== Unfair strategy ===
Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall.
=== Unfair movement ===
A speedhack allows a cheat to move faster than other players.
=== Unfair accuracy ===
Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim.
=== Exploit ===
An engine [[exploit]] may in rare cases be used to cheat.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
Sn open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheats. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
8f211bfd8b107bc5e52160aebc1d79588a2dd52d
1321
1314
2006-03-29T12:51:45Z
Voxel
2
wikitext
text/x-wiki
Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of cheats ==
=== Unfair strategy ===
Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall.
=== Unfair movement ===
A speedhack allows a cheat to move faster than other players.
=== Unfair accuracy ===
Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
Sn open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheats. This is a bad idea because:
* A [[ban]] can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
4b4356f13e539919e588f356de5447924769ba8a
1314
2006-03-29T12:34:55Z
Voxel
2
wikitext
text/x-wiki
Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats.
== Types of cheats ==
=== Unfair strategy ===
Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall.
=== Unfair movement ===
A speedhack allows a cheat to move faster than other players.
=== Unfair accuracy ===
Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim.
== Rejected solutions ==
=== Closing the source ===
Security through obscurity leads to both insecurity and obscurity. This:
* Stagnates development
* Reduces number of eyes checking the code for [[bugs]]
* Encourages binary cheat distribution
* Has been shown to fail countless times
* Limits the [[target platforms]]
Sn open-source project under a viral license also forces source code to be made available of any derived works (including cheats).
=== Blacklisting ===
Some have proposed banning all cheats. This is a bad idea because:
* A ban can only lock out a computer address, not the individual
* Long ban lists require much storage and maintenance
* If used sparingly, some innocent players would also be banned by mistake
* Reduces the scope for testing countermeasures
However, in specific cases, bans remain a useful deterrent.
=== Whitelisting ===
A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because:
* It would require lot more storage&maintenance than even a Blacklist
* It would provide a single point of failure
== What you can do ==
When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team.
53f4ba537bf9d4d8339139a7985e81c6ecf6bc6b
Cl connectalert
0
1624
3260
2008-08-03T14:54:15Z
Ralphis
3
wikitext
text/x-wiki
===cl_connectalert===
0: Disable connect/disconnect sound notifications.<br>
1: Enable connect/disconnect sound notifications.<br>
[[Category:Client_variables]]
000977cc8ce49df46593f572519e7671f3696690
Cl mouselook
0
1622
3253
2008-07-20T10:41:51Z
GhostlyDeath
32
wikitext
text/x-wiki
===cl_mouselook===
0: Disable client mouselook.<br>
1: Enable client mouselook.<br>
[[Category:Client_variables]]
de23593c3c2522cca75ff8baf687d65d95be9717
Cl run
0
1534
2833
2007-02-01T00:15:38Z
AlexMax
9
wikitext
text/x-wiki
===cl_run===
0: Disable autorun.<br>
1: Enable autorun.<br>
[[Category:Client_variables]]
2738dd56b55ee1b8861194646e5d54d0810cf0bf
Clear
0
1430
2169
2006-04-16T04:52:41Z
Ralphis
3
wikitext
text/x-wiki
===clear===
The '''clear''' command erases all items currently in the console.
[[Category:Client_commands]]
5e5963d925f91848616fc564372cbc95080d694d
Clearbans
0
1611
3216
2008-06-06T21:37:34Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#clearbans]][[Category:Server_commands]]
6527ede1534c837c31b0c7e84e9efb0fa4975aa9
Clearexceptions
0
1615
3220
2008-06-06T21:38:55Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#clearexceptions]][[Category:Server_commands]]
210d5796bf46af1520a9c0653f548285c5196247
Clearmaplist
0
1587
3159
3158
2008-05-28T23:14:31Z
Nes
13
please work
wikitext
text/x-wiki
#REDIRECT [[Map_List#clearmaplist]][[Category:Server_commands]]
66c09dbedcfa7804ade9bb3700b0ab878a4d3366
3158
3157
2008-05-28T23:10:15Z
Nes
13
UGH
wikitext
text/x-wiki
#REDIRECT [[Map_List#clearmaplist]]
8f04954ed726bacb1f9117601073948b58a0ed39
3157
3156
2008-05-28T23:09:47Z
Nes
13
wikitext
text/x-wiki
[[Category:Server_commands]]
#REDIRECT [[Map_List#clearmaplist]]
62efa40f2af5606f4f18589c99827c0cfc0807f1
3156
3126
2008-05-28T22:53:41Z
Nes
13
test
wikitext
text/x-wiki
#REDIRECT [[Map_List#clearmaplist]]
8f04954ed726bacb1f9117601073948b58a0ed39
3126
2008-05-13T00:20:16Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map_List#clearmaplist]]
[[Category:Server_commands]]
106c7b01de34572197db80f61054bbd5679bf19f
Client
0
1324
3113
3072
2008-05-06T11:23:52Z
Ralphis
3
Added commands and variables; see also section
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). The client can also function as a single player game without any network connections being made
== See also ==
* [[:Category:Client commands|Client commands]]
* [[:Category:Client variables|Client variables]]
8ccccce7b76172b8b02dbdf70548a5718114a05d
3072
2649
2008-05-05T14:48:45Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). The client can also function as a single player game without any network connections being made
aa8ef27829a020ce7f2c4fe12611e0b124bbcd94
2649
2626
2007-01-09T20:53:37Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). Technically, it is not '''just''' a client, since it can also function as a game locally without any network connections being made
f9652a8b7ee0b93aa319863a4cb2204ffb6ea91e
2626
1521
2006-12-01T02:10:14Z
Zorro
22
wikitext
text/x-wiki
{{Modules}}
The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). Technically, it is not '''just''' a client, since it can also function as a game locally without any network connections being made
190ead6eba791242a8374bda170a2789775309f2
1521
2006-03-30T21:01:13Z
Voxel
2
wikitext
text/x-wiki
{{Modules}}
4ca4c62cb200ec6240ce98cd2cd66e811854a180
Cmdlist
0
1714
3478
2010-08-23T11:42:14Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings]][[Category:Client commands]][[Category:Server commands]]
1e4c0ab02f839b32b761fe209356649412eaf9ee
Co allowdropoff
0
1710
3455
2010-08-06T05:56:23Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Co boomlinecheck
0
1728
3559
2011-08-11T18:52:40Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Co level8soundfeature
0
1713
3475
2010-08-23T11:23:20Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Co realactorheight
0
1711
3456
2010-08-06T05:56:44Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Co zdoomphys
0
1725
3555
2011-08-11T18:50:11Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Co zdoomsoundcurve
0
1726
3556
2011-08-11T18:50:33Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Co zdoomswitch
0
1727
3557
2011-08-11T18:50:57Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Coding standard
0
1465
3658
3657
2012-07-04T05:14:36Z
AlexMax
9
/* General */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. code for alternative platforms)
==Code guidelines==
=== General ===
Things you should definitely do in your code:
* Include a GPL header at the top of any new files.
* Write code that is clear and avoids being too "tricky".
* Write code that is defensive and secure, don't make assumptions about inputs.
* Write comments that are descriptive and are of reasonable size, without being overly verbose.
* Maintain traditional naming conventions, for consistency.
* Use <code>NULL</code> for null pointers, not <code>0</code>.
* Add a [[test]] for every change (or an explanation of why this is impossible).
Things you should definitely AVOID in your code:
* Changing code that already works.
* Precompiler macros.
* Global variables; they can create problems elsewhere in code.
* Variants (tagged unions); they can present a performance problem.
* Passing non-trivial data structures by value; pass them by <code>const</code> reference instead.
* Magic numbers; use <code>#define</code> or <code>const</code> in your code for fixed numbers, at the top of files.
* Hungarian notation such as <code>intVarname</code>; it's just plan evil.
* C-style <code>char*</code> strings; replace them with C++ [http://en.cppreference.com/w/cpp/string/basic_string std::string] where it is safe to do so.
* C-style casts like <code>(int)</code>; use [http://en.cppreference.com/w/cpp/language/static_cast static_cast], [http://en.cppreference.com/w/cpp/language/const_cast const_cast] or [http://en.cppreference.com/w/cpp/language/reinterpret_cast reinterpret_cast] instead.
* <code>goto</code>.
=== Style Guidelines ===
* Set your editor to use Unix line-endings (LF), not Windows (CRLF).
* Use tabs for indentation and spaces for alignment [http://www.emacswiki.org/SmartTabs like so].
** If this is done correctly, it does not matter what tab-width you use.
* Use [http://en.wikipedia.org/wiki/Indent_style#Allman_style Allman] brace style: opening and closing braces go on their own line.
* Use of braceless blocks is allowed.
* Try to limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution).
* Set your editor to strip trailing whitespace on save.
=== File Operations ===
When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not.
Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in.
Some of the useful functions included are:
* SDWORD M_FileLength(FILE *) - Returns the length of an open file handle
Filename operations:
* BOOL M_FileExists(std::string Filename) - Checks if a file exists or not
* BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in Filename, if it isn't, it is added
* void M_ExtractFilePath(std::string Filename, std::string &Destination) - Returns the path of a filename in Destination
* BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination
* void M_ExtractFileBase(std::string Filename, std::string &Destination) - Returns the base name of Filename in Destination
* void M_ExtractFileName(std::string Filename, std::string &Destination) - Returns the complete filename of Filename in Destination
Others include:
* BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it.
* QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC.
=== Memory Management ===
If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such:
* M_Malloc(size_t Size)
* M_Calloc(size_t Items, size_t Size)
* M_Realloc(void *Pointer, size_t Size)
* M_Free(uintptr_t &Reference)
A list of features these functions offer:
* The Size value can NEVER be 0, this prevents platform-specific behaviour.
* M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return.
* They will abort the program if their operation fails.
=== Z_Zone Memory Management ===
* Be aware that the all Z_Zone allocated memory is freed when the WAD changes
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
8b7b542970c488da84df422af14062170c5a52e3
3657
3228
2012-06-22T23:17:49Z
AlexMax
9
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. code for alternative platforms)
==Code guidelines==
=== General ===
Things you should definitely do in your code:
* Include a GPL header at the top of any new files.
* Write code that is clear and avoids being too "tricky".
* Write code that is defensive and secure, don't make assumptions about inputs.
* Write comments that are descriptive and are of reasonable size, without being overly verbose.
* Maintain traditional naming conventions, for consistency.
* Add a [[test]] for every change (or an explanation of why this is impossible).
Things you should definitely AVOID in your code:
* Changing code that already works.
* Precompiler macros.
* Global variables; they can create problems elsewhere in code.
* Variants (tagged unions); they can present a performance problem.
* Passing non-trivial data structures by value; pass them by <code>const</code> reference instead.
* Magic numbers; use <code>#define</code> or <code>const</code> in your code for fixed numbers, at the top of files.
* Hungarian notation such as <code>intVarname</code>; it's just plan evil.
* C-style <code>char*</code> strings; replace them with C++ [http://en.cppreference.com/w/cpp/string/basic_string std::string] where it is safe to do so.
* C-style casts like <code>(int)</code>; use [http://en.cppreference.com/w/cpp/language/static_cast static_cast], [http://en.cppreference.com/w/cpp/language/const_cast const_cast] or [http://en.cppreference.com/w/cpp/language/reinterpret_cast reinterpret_cast] instead.
* <code>goto</code>.
=== Style Guidelines ===
* Set your editor to use Unix line-endings (LF), not Windows (CRLF).
* Use tabs for indentation and spaces for alignment [http://www.emacswiki.org/SmartTabs like so].
** If this is done correctly, it does not matter what tab-width you use.
* Use [http://en.wikipedia.org/wiki/Indent_style#Allman_style Allman] brace style: opening and closing braces go on their own line.
* Use of braceless blocks is allowed.
* Try to limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution).
* Set your editor to strip trailing whitespace on save.
=== File Operations ===
When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not.
Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in.
Some of the useful functions included are:
* SDWORD M_FileLength(FILE *) - Returns the length of an open file handle
Filename operations:
* BOOL M_FileExists(std::string Filename) - Checks if a file exists or not
* BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in Filename, if it isn't, it is added
* void M_ExtractFilePath(std::string Filename, std::string &Destination) - Returns the path of a filename in Destination
* BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination
* void M_ExtractFileBase(std::string Filename, std::string &Destination) - Returns the base name of Filename in Destination
* void M_ExtractFileName(std::string Filename, std::string &Destination) - Returns the complete filename of Filename in Destination
Others include:
* BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it.
* QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC.
=== Memory Management ===
If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such:
* M_Malloc(size_t Size)
* M_Calloc(size_t Items, size_t Size)
* M_Realloc(void *Pointer, size_t Size)
* M_Free(uintptr_t &Reference)
A list of features these functions offer:
* The Size value can NEVER be 0, this prevents platform-specific behaviour.
* M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return.
* They will abort the program if their operation fails.
=== Z_Zone Memory Management ===
* Be aware that the all Z_Zone allocated memory is freed when the WAD changes
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
a1deefa91795be6d22fdcf433256f43a0d5243ea
3228
3207
2008-06-12T11:00:08Z
Russell
4
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. code for alternative platforms)
==Code guidelines==
=== General ===
* Add a [[test]] for every change (or an explanation of why this is impossible)
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
=== File Operations ===
When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not.
Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in.
Some of the useful functions included are:
* SDWORD M_FileLength(FILE *) - Returns the length of an open file handle
Filename operations:
* BOOL M_FileExists(std::string Filename) - Checks if a file exists or not
* BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in Filename, if it isn't, it is added
* void M_ExtractFilePath(std::string Filename, std::string &Destination) - Returns the path of a filename in Destination
* BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination
* void M_ExtractFileBase(std::string Filename, std::string &Destination) - Returns the base name of Filename in Destination
* void M_ExtractFileName(std::string Filename, std::string &Destination) - Returns the complete filename of Filename in Destination
Others include:
* BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it.
* QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC.
=== Memory Management ===
If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such:
* M_Malloc(size_t Size)
* M_Calloc(size_t Items, size_t Size)
* M_Realloc(void *Pointer, size_t Size)
* M_Free(uintptr_t &Reference)
A list of features these functions offer:
* The Size value can NEVER be 0, this prevents platform-specific behaviour.
* M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return.
* They will abort the program if their operation fails.
=== Z_Zone Memory Management ===
* Be aware that the all Z_Zone allocated memory is freed when the WAD changes
=== Formatting ===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
e6a25e2f57170a98e04e0733bbba9a769d07d497
3207
3206
2008-06-04T00:36:02Z
Russell
4
File Operations
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. code for alternative platforms)
==Code guidelines==
=== General ===
* Add a [[test]] for every change (or an explanation of why this is impossible)
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
=== File Operations ===
When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not.
Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in.
Some of the useful functions included are:
* SDWORD M_FileLength(FILE *) - Returns the length of an open file handle
Filename operations:
* BOOL M_FileExists(std::string Filename) - Checks if a file exists or not
* BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in the path, if it isn't, it is added
* void M_ExtractFilePath(std::string Path, std::string &Destination) - Returns the path of a filename in Destination
* BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination
* void M_ExtractFileBase(std::string Path, std::string &Destination) - Returns the base name of Path in Destination
* void M_ExtractFileName(std::string Path, std::string &Destination) - Returns the complete filename of Path in Destination
Others include:
* BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it.
* QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC.
=== Memory Management ===
If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such:
* M_Malloc(size_t Size)
* M_Calloc(size_t Items, size_t Size)
* M_Realloc(void *Pointer, size_t Size)
* M_Free(uintptr_t &Reference)
A list of features these functions offer:
* The Size value can NEVER be 0, this prevents platform-specific behaviour.
* M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return.
* They will abort the program if their operation fails.
=== Z_Zone Memory Management ===
* Be aware that the all Z_Zone allocated memory is freed when the WAD changes
=== Formatting ===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
854a0cf72015c2ec32d39018638f0e092c2fbcb3
3206
3202
2008-06-03T19:28:45Z
Voxel
2
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. code for alternative platforms)
==Code guidelines==
=== General ===
* Add a [[test]] for every change (or an explanation of why this is impossible)
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
=== Memory Management ===
If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such:
* M_Malloc(size_t Size)
* M_Calloc(size_t Items, size_t Size)
* M_Realloc(void *Pointer, size_t Size)
* M_Free(uintptr_t &Reference)
A list of features these functions offer:
* The Size value can NEVER be 0, this prevents platform-specific behaviour.
* M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return.
* They will abort the program if their operation fails.
=== Z_Zone Memory Management ===
* Be aware that the all Z_Zone allocated memory is freed when the WAD changes
=== Formatting ===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
957ca21c700b417a38b1e111fb7a66cca3f25202
3202
3140
2008-06-03T11:53:36Z
Russell
4
New code guidelines
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. code for alternative platforms)
==Code guidelines==
* Add a [[test]] for every change (or an explanation of why this is impossible)
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
== New code guidelines ==
These apply when writing brand new code in Odamex, whether it be patches or other.
=== Standard Memory Management ===
If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such:
* M_Malloc(size_t Size)
* M_Calloc(size_t Items, size_t Size)
* M_Realloc(void *Pointer, size_t Size)
* M_Free(uintptr_t &Reference)
A list of features these functions offer:
* The Size value can NEVER be 0, this prevents platform-specific behaviour.
* M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return.
* They will abort the program if their operation fails.
=== Z_Zone Memory Management ===
todo.
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
81925a15bb3e9405cb22a5006e372b4f7129b6af
3140
3139
2008-05-22T18:44:21Z
Voxel
2
/* Requirements */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. code for alternative platforms)
==Code guidelines==
* Add a [[test]] for every change (or an explanation of why this is impossible)
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
b4e02632359672611589a074238b62ee04f4e7ed
3139
3136
2008-05-22T18:41:31Z
Voxel
2
/* Requirements */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
* Do not submit things you cannot test (e.g. alternative platforms)
==Code guidelines==
* Add a [[test]] for every change (or an explanation of why this is impossible)
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
b8b2a8887b89126f50ac7d39857f887467dd7ff2
3136
3095
2008-05-18T17:16:01Z
Voxel
2
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Make logical changes in separate patches
* Minimise the number of changes in each patch
* Provide an off switch for every new feature
==Code guidelines==
* Add a [[test]] for every change (or an explanation of why this is impossible)
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
3393372601ecb0dd6dd510b240101635135cc163
3095
3091
2008-05-05T20:08:46Z
Voxel
2
/* Requirements */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Add a [[test]] for every change (or an explanation of why this is impossible)
* Make logical changes in separate patches
* Provide an off switch for every new feature
==Code guidelines==
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
549b6d54fc1263d75491c84afeffef8e4b8728ac
3091
3055
2008-05-05T15:23:47Z
Voxel
2
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Add a [[test]] for every change
* Make logical changes in separate patches
* Provide an off switch for every new feature
==Code guidelines==
Things you should definitely AVOID in your code:
* Changing code that already works
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
8e6ed3a709110295bbec632a1d82295fcf4892c4
3055
3054
2008-05-05T14:16:42Z
Voxel
2
/* See Also */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Add a [[test]] for every change
* Do not fix code that already works
* Make logical changes in separate patches
==Code guidelines==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
785de1647156ab604d4461c89fa3064aeb8911a5
3054
3053
2008-05-05T14:16:19Z
Voxel
2
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
* Add a [[test]] for every change
* Do not fix code that already works
* Make logical changes in separate patches
==Code guidelines==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
==Formatting guidelines==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
adb2eff296b20952f63dd20ae965afa6c4285598
3053
3052
2008-05-05T14:14:58Z
Voxel
2
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
=Requirements=
* Add a [[test]] for every change
* Do not fix code that already works
* Make logical changes in separate patches
=Style=
==Formatting==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
==Code==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
654e7588ef653d20c90237a0baf1b0f43de61eff
3052
3051
2008-05-05T14:14:23Z
Voxel
2
/* Requirements */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
=Requirements=
* Add a [[test]] for every change
* Do not fix code that already works
* Make logical changes in separate patches
==Formatting==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
==Code==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
b9fc72b7591c7f49ea66fe596bf7ca55a9a6be09
3051
3050
2008-05-05T14:13:38Z
Voxel
2
/* Overview */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code.
==Requirements==
Rules:
* Add a [[test]] for every change
* Do not fix code that already works
* Make logical changes in separate patches
==Formatting==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
==Code==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
15cac446bda7474ea578b18798dc4f720e53afe7
3050
3049
2008-05-05T14:11:15Z
Voxel
2
/* Requirements */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==Requirements==
Rules:
* Add a [[test]] for every change
* Do not fix code that already works
* Make logical changes in separate patches
==Formatting==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
==Code==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
2e66c273e9e5258a8c734a649a31f3ad5a430452
3049
3046
2008-05-05T14:10:39Z
Voxel
2
/* Requirements */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==Requirements==
This is a list that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Add a [[test]] for every change
* Do not fix code that already works
* Make logical changes in separate patches
==Formatting==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
==Code==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
4f3dc6e640d5e45e82c92d8fdb4d89dc2f5faf14
3046
3045
2008-05-05T14:03:29Z
Voxel
2
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==Requirements==
This is a list that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Add a [[test]] for every change
* Do not change code that already works
* Make logical changes in separate patches
==Formatting==
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
==Code==
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
3fbfad65ec8cd17ca9634b6a18139e535f4e60a1
3045
2971
2008-05-05T14:02:49Z
Voxel
2
/* General Requirements */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==Requirements==
This is a list that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Add a test for every change
* Do not change code that already works
* Make logical changes in separate patches
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
===Code===
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
33c16d357ee271402039c6298779842e07706944
2971
2467
2007-12-27T02:20:11Z
Russell
4
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Do not break code, if it works, leave it, if it doesn't, fix it!
* Do not change formatting of code.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution)
===Code===
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
eb24ddd49f75b8bcede36224a4ad2724750de4f4
2467
2466
2006-10-31T01:27:27Z
Voxel
2
/* Code */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Do not break code, if it works, leave it, if it doesn't, fix it!
* Do not change formatting of code.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution)
===Code===
Things you should definitely AVOID in your code:
* Precompiler macros
* Global variables (they can create problems elsewhere in code)
* Variants (tagged unions) - they can present a performance problem
* Magic numbers (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
* goto
What you should strive for:
* Clarity of code
* Defensive and secure coding practices
* Maintain traditional naming conventions, for consistency
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
4b471a694e4ef6444eee1d1cf852099d3e7b55b3
2466
2437
2006-10-31T01:25:01Z
Voxel
2
/* Formatting */
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Do not break code, if it works, leave it, if it doesn't, fix it!
* Do not change formatting of code.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Descriptive comments
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentations to be of 1 tab character, using 4 space width tabs
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution)
===Code===
Things you should definitely AVOID in your code:
* GOTO's. (any sane programmer would not use these anyway)
* Macros.
* Global variables. (they can create problems elsewhere in code)
* Variants. (tagged unions) - they can present a performance problem.
* Magic numbers. (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation. (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
What you should strive for:
* Defensive and secure coding practices.
* Clarity of code.
* Maintain traditional naming conventions, for consistency.
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
e199e93105ccf1152b1370fbed0322da90de11da
2437
2434
2006-10-27T02:08:34Z
60.234.130.11
0
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Do not break code, if it works, leave it, if it doesn't, fix it!
* Do not change formatting of code.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Code layout. (ANSI is preferable)
* Descriptive comments.
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, like Code::Blocks)
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
* 80 line character limit, for devs with text-based editors.
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution)
===Code===
Things you should definitely AVOID in your code:
* GOTO's. (any sane programmer would not use these anyway)
* Macros.
* Global variables. (they can create problems elsewhere in code)
* Variants. (tagged unions) - they can present a performance problem.
* Magic numbers. (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation. (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
What you should strive for:
* Defensive and secure coding practices.
* Clarity of code.
* Maintain traditional naming conventions, for consistency.
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
5c4101cf9931cdeb1c8b6a5c57750414c4bd551c
2434
2433
2006-10-27T01:58:07Z
60.234.130.11
0
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
Rules:
* Do not break code, if it works, leave it, if it doesn't, fix it!
* Do not change formatting of code.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Code layout. (ANSI is preferable)
* Descriptive comments.
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, like Code::Blocks)
* 80 line character limit, for devs with text-based editors.
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution)
===Code===
Things you should definitely AVOID in your code:
* GOTO's. (any sane programmer would not use these anyway)
* Macros.
* Global variables. (they can create problems elsewhere in code)
* Variants. (tagged unions) - they can present a performance problem.
* Magic numbers. (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation. (just plan evil)
* C style strings. (replace them with C++ types where it is safe to do so)
What you should strive for:
* Defensive and secure coding practices.
* Clarity of code.
* Maintain traditional naming conventions, for consistency.
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
30150a9f3d1fc1ae47546e5107f021327e3962f7
2433
2432
2006-10-27T01:48:41Z
60.234.130.11
0
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Code layout. (ANSI is preferable)
* Descriptive comments.
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, like Code::Blocks)
* 80 line character limit, for devs with text-based editors.
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution)
===Code===
Things you should definitely AVOID in your code:
* GOTO's. (any sane programmer would not use these anyway)
* Macros.
* Global variables. (they can create problems elsewhere in code)
* Variants. (tagged unions) - they can present a performance problem.
* Magic numbers. (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation. (just plan evil)
==See Also==
* none
==External Links==
* [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces]
d8b6229e733912c52bcd8b683f8cebfdb44d00c1
2432
2431
2006-10-27T01:45:34Z
60.234.130.11
0
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Code layout. (ANSI is preferable)
* Descriptive comments.
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, if your editor does not, a link to a utility can be found at the end of this page that does this.)
* 80 line character limit, for devs with text-based editors.
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution)
===Code===
Things you should definitely AVOID in your code:
* GOTO's. (any sane programmer would not use these anyway)
* Macros.
* Global variables. (they can create problems elsewhere in code)
* Variants. (tagged unions) - they can present a performance problem.
* Magic numbers. (use #define or const in your code for fixed numbers, at the top of files)
* Hungarian notation. (just plan evil)
7630b007d2c25c32982d1cf9cc1b5c045defa429
2431
2006-10-27T01:43:59Z
60.234.130.11
0
wikitext
text/x-wiki
==Overview==
Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code.
Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it!
==General Requirements==
This is a list of general things that must be adhered to when you are:
* An Odamex developer.
* A patch submitter.
===Formatting===
* If creating a new file, include a GPL header at the top of it, as seen in other files.
* Code layout. (ANSI is preferable)
* Descriptive comments.
* Comments of reasonable size. (not too big and not too small)
* Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines)
* Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, if your editor does not, a link to a utility can be found at the end of this page that does this.)
* 80 line character limit, for devs with text-based editors.
* if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution)
===Code===
Things you should definitely avoid in your code:
* GOTO's. (any sane programmer would not use these anyway)
* Macros.
* Global variables. (they can create problems elsewhere in code)
* Variants. (tagged unions) - they can present a performance problem.
* Magic numbers. (use #define or const in your code for fixed numbers, at the top of files)
2051bbd3fe955d779dc03bde86eba227a77036b3
Command line parameters
0
1617
3240
3239
2008-06-30T16:56:11Z
Ladna
50
wikitext
text/x-wiki
;'''+exec x '''
:Loads the commands located in the specified file.
;'''-config x '''
:An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg).
;''' -port x '''
:A UDP port to listen on.
;''' -waddir x '''
:A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order):
:*'''-iwad/-file''' (full paths or relative to current working folder)
:*'''-waddir'''
:*'''$DOOMWADDIR''' (environment variable, not recommended)
:*'''$DOOMWADPATH''' (environment variable)
:*'''$HOME''' (environment variable)
When specifying multiple paths in '''-waddir''', separate them by
spaces. When specifying multiple paths in an environment
variable, separate them by semicolons (i.e.
'''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs''').
;''' -iwad x'''
:Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given.
;''' -deh x'''
;''' -beh x '''
;''' -devparm x '''
:Runs the server in development mode.
;''' -skill x '''
:Skill level.
:*'''1''': I'm too young to die
:*'''2''': Hey not too rough
:*'''3''': Hurt me plenty
:*'''4''': Ultra-Violence
:*'''5''': Nightmare (typical value for multiplayer games)
;''' -warp x '''
:Starts the server on the specified map.
;''' +map x '''
:Adds a map to the map rotation list. Separate multiple maps with spaces.
;''' -timer x '''
:A timelimit
;''' -avg x '''
:Austin Virtual Gaming mode, Deathmatch and 20 minute time limit.
;''' -background x '''
;''' -file x '''
:A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e.
'''-file dwango5.wad judas23_.wad'''
;''' -logfile x '''
:The '''odasrv''' output logfile.
;''' -heapsize x '''
;''' -maxclients x '''
:The maximum number of clients that can connect to the server.
;''' -stepmode x '''
;''' -blockmap x '''
;''' -noflathack '''
a80d5c60b27cf98dfad29b322ff359998244c05b
3239
2008-06-30T16:55:25Z
Ladna
50
wikitext
text/x-wiki
= Basic command-line arguments =
;'''+exec x '''
:Loads the commands located in the specified file.
;'''-config x '''
:An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg).
;''' -port x '''
:A UDP port to listen on.
;''' -waddir x '''
:A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order):
:*'''-iwad/-file''' (full paths or relative to current working folder)
:*'''-waddir'''
:*'''$DOOMWADDIR''' (environment variable, not recommended)
:*'''$DOOMWADPATH''' (environment variable)
:*'''$HOME''' (environment variable)
When specifying multiple paths in '''-waddir''', separate them by
spaces. When specifying multiple paths in an environment
variable, separate them by semicolons (i.e.
'''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs''').
;''' -iwad x'''
:Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given.
;''' -deh x'''
;''' -beh x '''
;''' -devparm x '''
:Runs the server in development mode.
;''' -skill x '''
:Skill level.
:*'''1''': I'm too young to die
:*'''2''': Hey not too rough
:*'''3''': Hurt me plenty
:*'''4''': Ultra-Violence
:*'''5''': Nightmare (typical value for multiplayer games)
;''' -warp x '''
:Starts the server on the specified map.
;''' +map x '''
:Adds a map to the map rotation list. Separate multiple maps with spaces.
;''' -timer x '''
:A timelimit
;''' -avg x '''
:Austin Virtual Gaming mode, Deathmatch and 20 minute time limit.
;''' -background x '''
;''' -file x '''
:A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e.
'''-file dwango5.wad judas23_.wad'''
;''' -logfile x '''
:The '''odasrv''' output logfile.
;''' -heapsize x '''
;''' -maxclients x '''
:The maximum number of clients that can connect to the server.
;''' -stepmode x '''
;''' -blockmap x '''
;''' -noflathack '''
75beb090fbfa7fde8e1d8bee51857b5cd727a2a6
Command list
0
1328
1540
1539
2006-03-30T21:20:11Z
AlexMax
9
wikitext
text/x-wiki
This page is depreciated. Please use [[:Category:Console Commands]] instead.
e6d61db8b2c4d6df770f0a23ed9101dfcd27bce6
1539
2006-03-30T21:19:51Z
AlexMax
9
wikitext
text/x-wiki
This page is depreciated. Please use [[:Category:Commands]] instead.
8fb736f2eb561205f1d2dcfb84c8686fd0126bd3
Commands
0
1335
3187
2976
2008-06-02T18:56:04Z
Voxel
2
wikitext
text/x-wiki
Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Client commands|Client commands]]
* [[:Category:Server commands|Server commands]]
The startup parameters are:
* [[:Category:Client parameters|Client parameters]]
* [[:Category:Server parameters|Server parameters]]
6e27b818dbde5b9a690eba934743d040be4f852e
2976
2973
2007-12-30T23:57:28Z
Russell
4
Useless, sorry
wikitext
text/x-wiki
Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Client commands|Client commands]]
* [[:Category:Server commands|Server commands]]
c4dabb79d21ee5718c4b5a1fba6e615aa4980381
2973
2660
2007-12-30T23:18:59Z
Russell
4
wikitext
text/x-wiki
Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Client commands|Client commands]]
* [[:Category:Server commands|Server commands]]
Commands available on both the Client and Server are:
* [[:Category:Common commands|Common commands]]
00999ea6591679abf06f561a781f886e42ff577f
2660
2659
2007-01-09T21:06:57Z
Manc
1
Change to wikipedia command line definition, it's much better
wikitext
text/x-wiki
Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
b2cab2eec860ba222da48bf585817554ef487838
2659
2658
2007-01-09T21:05:29Z
Ralphis
3
wikitext
text/x-wiki
Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Command line|command line]]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
d43bed8b14dee8f9eeafc80c6e196856a743a1ef
2658
2141
2007-01-09T21:05:04Z
Ralphis
3
wikitext
text/x-wiki
Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Command line|commandline]]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
ff4699cbd43adce87a53faf61f5a1702624f309f
2141
1585
2006-04-16T04:18:44Z
Ralphis
3
wikitext
text/x-wiki
Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
486756fa9cc34180f0427f85e2f44b902319b3f5
1585
1573
2006-03-30T22:07:14Z
Voxel
2
wikitext
text/x-wiki
Commands can be used control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. You can enter commands at the server terminal or at the client [[console]].
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
d9f58bb57a81abe57a2212032672df2edab72cdf
1573
1572
2006-03-30T21:53:30Z
Voxel
2
wikitext
text/x-wiki
Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. They can be used control odamex or to retrieve information.
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
7991c423a65c6e3a3a32956b28cc4e5b0d27fe47
1572
1571
2006-03-30T21:50:15Z
Voxel
2
wikitext
text/x-wiki
Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]].
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
49dc04e485604ecdf8e368038ac68815fff14ff2
1571
1563
2006-03-30T21:50:00Z
Voxel
2
wikitext
text/x-wiki
Startup commands can be given to both [[Server]] and [[Client]] as parameters prefixed with '+' on the [[Commandline|commandline]].
There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
8f298b4ab296213cfb4c75ec5cee270b31617f69
1563
2006-03-30T21:39:04Z
Voxel
2
wikitext
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There are:
* [[:Category:Server commands|Server commands]]
* [[:Category:Client commands|Client commands]]
05bc35d270a7fe64a576e718ab4b5c8da9a1468b
Compatibility Options
0
1709
3763
3617
2013-07-14T19:32:22Z
Pseudoscientist
76
/* Boom Enhanced Behavior */ Document co_boomsectortouch
wikitext
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Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
==Boom Enhanced Behavior==
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines.
===Boom Linedef Check===
Usage: '''co_boomlinecheck (0-1)'''
When enabled, additional checks are made on two-sided lines, allows additional silent bfg tricks, and the player will "oof" on two-sided lines.
===Boom Sector Touch Check===
Usage: '''co_boomsectortouch (0-1)'''
When enabled, only those things which actually touch the sector in which ceiling of floor height is changing will have their position checked (and possibly changed), as Boom does. When disabled, all things linked to all blockmap cells which touch the moving sector will have their positions checked (and adjusted to fit), like vanilla Doom. The effect is that moving floors/ceilings can cause some nearby things which are stuck to move up abruptly. (Those things will often appear to float in the air after that). If any thing would still be stuck after the movement, the movement will fail (unless it's a crusher).
In version 0.6.3, if co_zdoomphys is enabled, co_boomsectortouch should also be enabled, because it makes Odamex's behavior closer to that of ZDoom's.
===EXM8/MAP08 Full Volume Toggle===
{{Latched}}
Usage: '''co_level8soundfeature (0-1)'''
When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input.
===Real Actor Heights===
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
==ZDoom Enhanced Behavior==
===ZDoom Physics===
Usage: '''co_zdoomphys (0-1)'''
When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode.
Some of the changes this enables are:
*Two-Way Wallruns
*ZDoom gravity & air aontrol
*ZDoom item pickups (can pick up items when 32 units above)
*ZDoom splash damage (rocket jumps)
===ZDoom Sound Curve===
Usage: '''co_zdoomsoundcurve (0-1)'''
When enabled, Odamex will use ZDoom's sound curve.
===ZDoom Switch Sound Origin===
Usage: '''co_zdoomswitch (0-1)'''
When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom.
==Odamex Enhanced Behaviors==
===Gravity===
Usage: '''sv_gravity (#)'''
The amount of gravity forced upon players. The default value for gravity is '''800'''.
===Air Control===
Usage: '''sv_aircontrol (#)'''
The amount of control a player has over their direction while in the air. The default value for air control is '''0.00390625'''.
7249562cc08c7a74e03a84fd9b278d955a074721
3617
3561
2012-03-15T20:23:53Z
Ralphis
3
/* ZDoom Physics */
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
==Boom Enhanced Behavior==
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines.
===Boom Linedef Check===
Usage: '''co_boomlinecheck (0-1)'''
When enabled, additional checks are made on two-sided lines, allows additional silent bfg tricks, and the player will "oof" on two-sided lines.
===EXM8/MAP08 Full Volume Toggle===
{{Latched}}
Usage: '''co_level8soundfeature (0-1)'''
When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input.
===Real Actor Heights===
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
==ZDoom Enhanced Behavior==
===ZDoom Physics===
Usage: '''co_zdoomphys (0-1)'''
When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode.
Some of the changes this enables are:
*Two-Way Wallruns
*ZDoom gravity & air aontrol
*ZDoom item pickups (can pick up items when 32 units above)
*ZDoom splash damage (rocket jumps)
===ZDoom Sound Curve===
Usage: '''co_zdoomsoundcurve (0-1)'''
When enabled, Odamex will use ZDoom's sound curve.
===ZDoom Switch Sound Origin===
Usage: '''co_zdoomswitch (0-1)'''
When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom.
==Odamex Enhanced Behaviors==
===Gravity===
Usage: '''sv_gravity (#)'''
The amount of gravity forced upon players. The default value for gravity is '''800'''.
===Air Control===
Usage: '''sv_aircontrol (#)'''
The amount of control a player has over their direction while in the air. The default value for air control is '''0.00390625'''.
ececd90bb1731614c286b8e2253a706980addff6
3561
3558
2011-08-11T19:01:48Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
==Boom Enhanced Behavior==
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines.
===Boom Linedef Check===
Usage: '''co_boomlinecheck (0-1)'''
When enabled, additional checks are made on two-sided lines, allows additional silent bfg tricks, and the player will "oof" on two-sided lines.
===EXM8/MAP08 Full Volume Toggle===
{{Latched}}
Usage: '''co_level8soundfeature (0-1)'''
When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input.
===Real Actor Heights===
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
==ZDoom Enhanced Behavior==
===ZDoom Physics===
Usage: '''co_zdoomphys (0-1)'''
When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode.
===ZDoom Sound Curve===
Usage: '''co_zdoomsoundcurve (0-1)'''
When enabled, Odamex will use ZDoom's sound curve.
===ZDoom Switch Sound Origin===
Usage: '''co_zdoomswitch (0-1)'''
When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom.
==Odamex Enhanced Behaviors==
===Gravity===
Usage: '''sv_gravity (#)'''
The amount of gravity forced upon players. The default value for gravity is '''800'''.
===Air Control===
Usage: '''sv_aircontrol (#)'''
The amount of control a player has over their direction while in the air. The default value for air control is '''0.00390625'''.
1fae236b467cd723e6d0b7a10817d4889c77b4de
3558
3554
2011-08-11T18:51:12Z
Ralphis
3
/* ZDoom Sound Curve */
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
==Boom Enhanced Behavior==
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility.
===EXM8/MAP08 Full Volume Toggle===
{{Latched}}
Usage: '''co_level8soundfeature (0-1)'''
When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input.
===Real Actor Heights===
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
==ZDoom Enhanced Behavior==
===ZDoom Physics===
Usage: '''co_zdoomphys (0-1)'''
When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode.
===ZDoom Switch Sound Origin ===
Usage: '''co_zdoomswitch (0-1)'''
When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom.
===ZDoom Sound Curve===
Usage: '''co_zdoomsoundcurve (0-1)'''
When enabled, Odamex will use ZDoom's sound curve.
3c6161454b9b426fb6fb236a0dfb6f3abe9033c1
3554
3474
2011-08-11T18:48:35Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
==Boom Enhanced Behavior==
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility.
===EXM8/MAP08 Full Volume Toggle===
{{Latched}}
Usage: '''co_level8soundfeature (0-1)'''
When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input.
===Real Actor Heights===
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
==ZDoom Enhanced Behavior==
===ZDoom Physics===
Usage: '''co_zdoomphys (0-1)'''
When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode.
===ZDoom Switch Sound Origin ===
Usage: '''co_zdoomswitch (0-1)'''
When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom.
===ZDoom Sound Curve===
Usage: '''co_zdoomsoundcurve (0-1)'''
When enabled, Odamex will use ZDoom's sound curve.
da4778a81b746841e48f98197fd98604e6970bd3
3474
3459
2010-08-23T11:22:23Z
Ralphis
3
Add co_level8soundfeature
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility.
===EXM8/MAP08 Full Volume Toggle===
{{Latched}}
Usage: '''co_level8soundfeature (0-1)'''
When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input.
===Real Actor Heights===
{{Latched}}
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ''NOTE: As of Odamex 0.5, this feature has not been entirely reimplemented yet.
''
0a4a0aacaed0bca4b7d0ed625a803daa6231f9b9
3459
3454
2010-08-23T10:34:59Z
Ralphis
3
/* Real Actor Heights */
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility.
===Real Actor Heights===
{{Latched}}
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ''NOTE: As of Odamex 0.5, this feature has not been entirely reimplemented yet.
''
24e7a23b7ca2478f43a0b673c524d47bc5d66f48
3454
3453
2010-08-06T05:54:51Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility.
===Real Actor Heights===
{{Latched}}
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
0ad350df6e7e6e03dce8dc1e9987b4d46d01ae29
3453
2010-08-06T05:52:50Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
===Allow Dropoffs===
{{Latched}}
Usage: '''co_allowdropoff (0-1)'''
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility.
===Real Actor Heights===
Usage: '''co_realactorheight (0-1)'''
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
f9262d2c32cf9fa93c21d3f11e03bd1b957b8fec
Compiling the Launcher
0
1506
2710
2007-01-19T03:38:56Z
AlexMax
9
Compiling the Launcher moved to Compiling the Launcher using Code::Blocks: More specific and consistant with the step-by-step source compilation directions
wikitext
text/x-wiki
#redirect [[Compiling the Launcher using Code::Blocks]]
7788e0aced4ab17a18a19359ffb06fe4a53558b7
Compiling the Launcher using Code::Blocks
0
1505
3789
2997
2014-02-08T21:00:19Z
Manc
1
No longer specify ansi
wikitext
text/x-wiki
In this article, we will learn how to compile the Odamex Launcher which uses the wxWidgets API, '''you WILL need to [[Compiling_using_Code::Blocks|take these steps]] before continuing with this article.'''
== Getting wxWidgets ==
=== Windows ===
You will need to download the latest '''MSW''' package from the [http://www.wxwidgets.org wxWidgets website].
After that, extract everything to a directory of your choice, preserving directory structure.
=== Linux ===
Refer to your distributions instructions on installing wxWidgets.
== Compiling wxWidgets ==
=== Windows ===
Open a command prompt window, go to '''your-wxwidgets-dir\build\msw''' directory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the '''lib\gcc_lib''' folder after its built, these are the compiled wxWidgets libraries.
== Compiling wxrc ==
Go back to the wxWidgets root directory, navigate to the '''utils\wxrc''' sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
== Compiling the Launcher ==
Open Code::Blocks and navigate to the Settings->Global Variables menu,
select "wx" as your current variable if it isn't already selected.
In the '''base''' field, type in the path of your wxWidgets directory and close the dialog.
Open your '''odamex.workspace''' in Code::Blocks and double-click on the Launcher project, select '''Release''' build target, go to the '''Build''' menu and hit '''Rebuild'''.
If all went well, you should see an '''odalaunch''' binary in the '''bin''' directory of your Odamex source directory.
84d42b0f71ab688e13c77ac90432b613d932090a
2997
2996
2008-02-29T05:55:43Z
Russell
4
wikitext
text/x-wiki
In this article, we will learn how to compile the Odamex Launcher which uses the wxWidgets API, '''you WILL need to [[Compiling_using_Code::Blocks|take these steps]] before continuing with this article.'''
== Getting wxWidgets ==
=== Windows ===
You will need to download the latest '''MSW''' package from the [http://www.wxwidgets.org wxWidgets website].
After that, extract everything to a directory of your choice, preserving directory structure.
=== Linux ===
Refer to your distributions instructions on installing wxWidgets.
== Compiling wxWidgets ==
=== Windows ===
Open a command prompt window, go to '''your-wxwidgets-dir\build\msw''' directory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the '''lib\gcc_lib''' folder after its built, these are the compiled wxWidgets libraries.
== Compiling wxrc ==
Go back to the wxWidgets root directory, navigate to the '''utils\wxrc''' sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
== Compiling the Launcher ==
Open Code::Blocks and navigate to the Settings->Global Variables menu,
select "wx" as your current variable if it isn't already selected.
In the '''base''' field, type in the path of your wxWidgets directory and close the dialog.
Open your '''odamex.workspace''' in Code::Blocks and double-click on the Launcher project, select '''Release''' build target, go to the '''Build''' menu and hit '''Rebuild'''.
If all went well, you should see an '''odalaunch''' binary in the '''bin''' directory of your Odamex source directory.
933e0074c5f84f4b67583705055128c71d639a05
2996
2846
2008-02-29T05:54:21Z
Russell
4
wikitext
text/x-wiki
In this article, we will learn how to compile the Odamex Launcher which uses the wxWidgets API, you will need to [Compiling_using_Code::Blocks take these steps] before continuing with this article.
== Getting wxWidgets ==
=== Windows ===
You will need to download the latest '''MSW''' package from the [http://www.wxwidgets.org wxWidgets website].
After that, extract everything to a directory of your choice, preserving directory structure.
=== Linux ===
Refer to your distributions instructions on installing wxWidgets.
== Compiling wxWidgets ==
=== Windows ===
Open a command prompt window, go to '''your-wxwidgets-dir\build\msw''' directory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the '''lib\gcc_lib''' folder after its built, these are the compiled wxWidgets libraries.
== Compiling wxrc ==
Go back to the wxWidgets root directory, navigate to the '''utils\wxrc''' sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
== Compiling the Launcher ==
Open Code::Blocks and navigate to the Settings->Global Variables menu,
select "wx" as your current variable if it isn't already selected.
In the '''base''' field, type in the path of your wxWidgets directory and close the dialog.
Open your '''odamex.workspace''' in Code::Blocks and double-click on the Launcher project, select '''Release''' build target, go to the '''Build''' menu and hit '''Rebuild'''.
If all went well, you should see an '''odalaunch''' binary in the '''bin''' directory of your Odamex source directory.
151ad1e97f00231cc40bb3ae5497c33e72feed2c
2846
2711
2007-02-09T23:19:11Z
Russell
4
wikitext
text/x-wiki
== Overview ==
In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API
== Compiling on Windows ==
=== Compiling wxWidgets ===
You will need to download the wxMSW package from the wxWidgets website, the latest version.
After that, extract everything to a directory of your choice, preserving directory structure.
====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE====
If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx.
1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH.
2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin
Then continue...
Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries.
=== Compiling XML Resource files ===
(This is optional, only do this if you want to change the layout of your launcher!)
In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory
Now, In the odalaunch\res sub-directory, type this into the command prompt:
<pre>
wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc
</pre>
This will compile the XML Resource (*.xrc) files into a C header file.
=== Compiling the launcher ===
Open codeblocks and navigate to the Settings->Global Variables menu,
select "wx" as your current variable if it isn't already selected.
In the ''base'' field, type in the path of your wxWidgets directory and close the dialog.
Now open the ''odamex.workspace'' file located in your odamex source directory, right click on the launcher project and select ''Activate project''. Now go to the ''Build Target:'' combo box in the toolbar below the main menu and select ''Win Release'', go to the ''Build menu'' and click ''Rebuild'' and click Yes, this will build the launcher and output the binary/executable in the bin directory in the odamex source directory.
== External Links ==
[http://www.wxwidgets.org wxWidgets website]
e223ba1ec56e8ee6becc3abecb76e4a57a0f60ac
2711
2709
2007-01-19T03:39:58Z
AlexMax
9
wikitext
text/x-wiki
== Overview ==
In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API
== Compiling on Windows ==
=== Compiling wxWidgets ===
You will need to download the wxMSW package from the wxWidgets website, the latest version.
After that, extract everything to a directory of your choice, preserving directory structure.
====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE====
If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx.
1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH.
2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin
Then continue...
Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries.
=== Compiling XML Resource files ===
(This is optional, only do this if you want to change the layout of your launcher!)
In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory
Now, In the odalaunch\res sub-directory, type this into the command prompt:
<pre>
wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc
</pre>
This will compile the XML Resource (*.xrc) files into a C header file.
=== Compiling the launcher ===
to be continued..
== External Links ==
[http://www.wxwidgets.org wxWidgets website]
c1a253b32e19ec6f3d095ee5f93bf48cb21cdeb5
2709
2707
2007-01-19T03:38:56Z
AlexMax
9
Compiling the Launcher moved to Compiling the Launcher using Code::Blocks
wikitext
text/x-wiki
== Overview ==
In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API
== Compiling on Windows ==
=== Compiling wxWidgets ===
You will need to download the wxMSW package from the wxWidgets website, the latest version.
After that, extract everything to a directory of your choice, preserving directory structure.
====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE====
If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx.
1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH.
2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin
Then continue...
Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries.
=== Compiling XML Resource files ===
(This is optional, only do this if you want to change the layout of your launcher!)
In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory
Now, In the odalaunch\res sub-directory, type this into the command prompt:
<pre>
wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc
</pre>
This will compile the XML Resource (*.xrc) files into a C header file.
=== Compiling the launcher ===
to be continued..
== Compiling on Linux ==
== Compiling on MacOSX ==
== External Links ==
[http://www.wxwidgets.org wxWidgets website]
484f9172cd9e2430e3099632dcef4e344a13f5cc
2707
2706
2007-01-19T01:32:14Z
Manc
1
/* Compiling wxWidgets */
wikitext
text/x-wiki
== Overview ==
In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API
== Compiling on Windows ==
=== Compiling wxWidgets ===
You will need to download the wxMSW package from the wxWidgets website, the latest version.
After that, extract everything to a directory of your choice, preserving directory structure.
====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE====
If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx.
1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH.
2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin
Then continue...
Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries.
=== Compiling XML Resource files ===
(This is optional, only do this if you want to change the layout of your launcher!)
In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory
Now, In the odalaunch\res sub-directory, type this into the command prompt:
<pre>
wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc
</pre>
This will compile the XML Resource (*.xrc) files into a C header file.
=== Compiling the launcher ===
to be continued..
== Compiling on Linux ==
== Compiling on MacOSX ==
== External Links ==
[http://www.wxwidgets.org wxWidgets website]
484f9172cd9e2430e3099632dcef4e344a13f5cc
2706
2705
2007-01-19T01:31:10Z
Manc
1
/* Compiling wxWidgets */ Added additional bit for codeblocks+mingw people
wikitext
text/x-wiki
== Overview ==
In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API
== Compiling on Windows ==
=== Compiling wxWidgets ===
You will need to download the wxMSW package from the wxWidgets website, the latest version.
After that, extract everything to a directory of your choice, preserving directory structure.
**IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE**
If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx.
1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH.
2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin
Then continue...
Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries.
=== Compiling XML Resource files ===
(This is optional, only do this if you want to change the layout of your launcher!)
In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory
Now, In the odalaunch\res sub-directory, type this into the command prompt:
<pre>
wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc
</pre>
This will compile the XML Resource (*.xrc) files into a C header file.
=== Compiling the launcher ===
to be continued..
== Compiling on Linux ==
== Compiling on MacOSX ==
== External Links ==
[http://www.wxwidgets.org wxWidgets website]
c09eec7b54f1ccb03bb471c3109bb4410c32d53f
2705
2007-01-19T01:17:51Z
Russell
4
wikitext
text/x-wiki
== Overview ==
In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API
== Compiling on Windows ==
=== Compiling wxWidgets ===
You will need to download the wxMSW package from the wxWidgets website, the latest version.
After that, extract everything to a directory of your choice, preserving directory structure.
Navigate to this directory, go to the build\msw subdirectory and type in the command prompt:
<pre>
mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release
</pre>
This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries.
=== Compiling XML Resource files ===
(This is optional, only do this if you want to change the layout of your launcher!)
In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc.
After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory
Now, In the odalaunch\res sub-directory, type this into the command prompt:
<pre>
wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc
</pre>
This will compile the XML Resource (*.xrc) files into a C header file.
=== Compiling the launcher ===
to be continued..
== Compiling on Linux ==
== Compiling on MacOSX ==
== External Links ==
[http://www.wxwidgets.org wxWidgets website]
030de78bf48b57a0d1dfd4d7bd7198f5099a12fb
Compiling using CMake
0
1718
3901
3900
2019-01-23T20:44:21Z
Hekksy
139
/* Server notes */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* '''Windows'''
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.
**• ''MinGW Makefiles'' can compile the client, server and master without issues.
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* '''Mac OS X'''
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.
* '''Linux'''
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.
* '''FreeBSD'''
**• ''Makefiles'' can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click on '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.
#*• If you don't care about building the client, skip to the next step.
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.
# Press F5 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex GitHub checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex GitHub checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
9a1584a87ef6a814985c3dd492181a4b46aa4299
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2019-01-23T20:44:11Z
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/* Client notes */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* '''Windows'''
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.
**• ''MinGW Makefiles'' can compile the client, server and master without issues.
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* '''Mac OS X'''
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.
* '''Linux'''
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.
* '''FreeBSD'''
**• ''Makefiles'' can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click on '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.
#*• If you don't care about building the client, skip to the next step.
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.
# Press F5 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex GitHub checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
f4dde6db3ac29af43c36cf29323794a03e8619b4
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2019-01-23T20:43:44Z
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/* Compiling Odamex */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* '''Windows'''
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.
**• ''MinGW Makefiles'' can compile the client, server and master without issues.
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* '''Mac OS X'''
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.
* '''Linux'''
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.
* '''FreeBSD'''
**• ''Makefiles'' can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click on '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.
#*• If you don't care about building the client, skip to the next step.
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.
# Press F5 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
58a18cf2aaef268e0945dfe46f359905eedb841c
3898
3882
2019-01-23T20:43:20Z
Hekksy
139
/* Compiling Odamex */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* '''Windows'''
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.
**• ''MinGW Makefiles'' can compile the client, server and master without issues.
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* '''Mac OS X'''
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.
* '''Linux'''
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.
* '''FreeBSD'''
**• ''Makefiles'' can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click on '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.
#*• If you don't care about building the client, skip to the next step.
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.
# Press F5 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from [[GitHub]], change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
aa813bcdd35bfa945b0eae0020232411c6665c98
3882
3881
2019-01-17T15:18:30Z
Ch0wW
138
/* Visual C++ */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* '''Windows'''
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.
**• ''MinGW Makefiles'' can compile the client, server and master without issues.
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* '''Mac OS X'''
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.
* '''Linux'''
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.
* '''FreeBSD'''
**• ''Makefiles'' can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here].
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click on '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries.
#*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found.
#*• If you don't care about building the client, skip to the next step.
#*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio.
# Press F5 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
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/* Compatibility */
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According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* '''Windows'''
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.
**• ''MinGW Makefiles'' can compile the client, server and master without issues.
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* '''Mac OS X'''
**• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.
* '''Linux'''
**• ''Makefiles'' can compile the client, server, launcher, and master without issue.
**• ''Code::Blocks'' uses Makefiles, so is equally as compatible.
* '''FreeBSD'''
**• ''Makefiles'' can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++.
#* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 11''' if you have Visual C++ 2012.
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 ''' if you have Visual C++ 2008.
#* '''Visual Studio 8''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>SDL.lib</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>SDL.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# Press F7 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
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/* Compatibility */
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According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* '''Windows'''
**• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues.
**• ''MinGW Makefiles'' can compile the client, server and master without issues.
**• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* '''Mac OS X'''
** ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master.
* '''Linux'''
** ''Makefiles'' can compile the client, server, launcher, and master without issue.
** ''Code::Blocks'' uses Makefiles, so is equally as compatible.
* '''FreeBSD'''
** ''Makefiles'' can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++.
#* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 11''' if you have Visual C++ 2012.
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 ''' if you have Visual C++ 2008.
#* '''Visual Studio 8''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>SDL.lib</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>SDL.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# Press F7 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
4ed3282881ba355bf2ff0908f4f34121965a09d2
3772
3771
2013-08-17T21:08:18Z
AlexMax
9
/* Visual C++ */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++.
#* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 11''' if you have Visual C++ 2012.
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 ''' if you have Visual C++ 2008.
#* '''Visual Studio 8''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>SDL.lib</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>SDL.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# Press F7 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
cd19919cc51ba0b9831e4b37a0b21f0e15d937ef
3771
3770
2013-08-17T21:06:01Z
AlexMax
9
/* Visual C++ */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++.
#* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 11''' if you have Visual C++ 2012.
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 ''' if you have Visual C++ 2008.
#* '''Visual Studio 8''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click '''Generate'''.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# Press F7 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
898b165d16bcf6777d3e2b7185ffb80f230b633c
3770
3769
2013-08-17T21:05:15Z
AlexMax
9
/* Visual C++ */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++.
#* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 11''' if you have Visual C++ 2012.
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 ''' if you have Visual C++ 2008.
#* '''Visual Studio 8''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# Press F7 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
7b13b2f5da168726bd56ff0e1428c17617d992a0
3769
3768
2013-08-17T21:04:27Z
AlexMax
9
/* Visual C++ */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Install a copy of Visual C++.
#* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 11''' if you have Visual C++ 2012.
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 ''' if you have Visual C++ 2008.
#* '''Visual Studio 8''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# Press F7 to build the entire project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
7b0acbb7c13ac4e19054c0dc14adb4fb1172c0fa
3768
3767
2013-08-17T20:56:15Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
f6fbc91f8723933a03b00da772e170c7351da123
3767
3766
2013-08-17T20:55:43Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
b25f0172b9d666c874cb3f1efee5bc4f568ffe54
3766
3765
2013-08-17T20:40:37Z
AlexMax
9
/* Code::Blocks */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
a5eca3f5dfab193b735338620b8904a7a253f403
3765
3760
2013-08-17T20:39:50Z
AlexMax
9
/* Code::Blocks */
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <tt>mingw32-make</tt>, simply open the generated project with Code::Blocks.
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
2a05246d91200c0799e03bcf8a020bc654d0b9c8
3760
3746
2012-12-20T04:12:43Z
Manc
1
wikitext
text/x-wiki
According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
60200f3e189a8804f8feab75c1b7778e2607bafd
3746
3745
2012-08-25T14:56:14Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
e272283ef37d79c307d2ee23e907c9a84b83d698
3745
3731
2012-08-25T14:55:18Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
#* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. All three of these files should be in the SDL library directories you just downloaded.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
7dd8d22196d7a672185666bd40f762a847976510
3731
3727
2012-07-14T18:17:00Z
AlexMax
9
/* Compiling Odamex */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
[[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]]
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
4b14aff5f7309043f21fd5059b6677600eb0e021
3727
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2012-07-14T16:58:04Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
1e79d63a5d2ab192fe7a561ccfd0db051abc98df
3726
3725
2012-07-14T16:57:19Z
AlexMax
9
/* Client notes */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|cmake-gui running in Windows]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
[[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]]
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
582afe1402da32344d97c3d061d8934577cad220
3725
3723
2012-07-14T16:52:51Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
[[Image:CMake_Win_SDLMAIN.png|thumb|cmake-gui running in Windows]]
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
babfbdf8b8d1c6721990c792ec0073008ab161d0
3723
3642
2012-07-14T16:46:17Z
AlexMax
9
/* Compatibility */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks uses Makefiles, so is equally as compatible.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
f07e75842ec8446d3a5e3c7826c9114e149eda41
3642
3641
2012-04-30T03:35:11Z
HyperEye
65
/* Compatibility */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master.
* Linux
** Makefiles can compile the client, server, launchers, and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
b9c58d06d8bb3dd569234c149586bb9bf413bbde
3641
3640
2012-04-15T22:53:20Z
AlexMax
9
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
2ee2bd246bca4b0dc15ae273616c26c303c15d2a
3640
3639
2012-04-15T07:18:39Z
HyperEye
65
/* Universal Binaries */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
17c37f6de5e50ce20ed8199076e65df3ebb826f6
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/* OS X 10.4 Tiger */
wikitext
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According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \
-DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \
-DCMAKE_CXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DOSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
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/* Universal Binaries */
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According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DOSX_DEPLOYMENT_TARGET=10.4 -DOSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk -DCXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DOSX_ARCHITECTURES="ppc;i386" ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
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/* Mac OS X */
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According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== OS X 10.4 Tiger ====
CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support.
<pre>cmake -DOSX_DEPLOYMENT_TARGET=10.4 -DOSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk -DCXX_COMPILER=g++-4.0 ..</pre>
These options can also be used to support any other installed SDK when something other than the system default is desired.
==== Universal Binaries ====
CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support:
<pre>cmake -DOSX_ARCHITECTURES=ppc;i386 ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
c97a4d052827651cb8139006d387379e64cba38e
3586
3584
2011-12-03T21:17:27Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
[[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]]
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== Universal Binaries ====
CMake also supports building universal binaries.
<pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386
cmake ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
1e385f07da47bc517848aeaa93e6bbba911b2fd2
3584
3583
2011-12-03T20:55:43Z
AlexMax
9
/* Compatibility */ No longer the case
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== Universal Binaries ====
CMake also supports building universal binaries.
<pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386
cmake ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
5ff737ee5d19bb35c152f7456cd6326f1a0a081b
3583
3582
2011-12-03T20:17:17Z
AlexMax
9
/* Compiling Odamex */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <code>make</code>
* If you want to build just the client: <code>make odamex</code>
* If you want to build just the server: <code>make odasrv</code>
* If you want to build just the master: <code>make odamast</code>
* If you want to clean up your build tree: <code>make clean</code>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== Universal Binaries ====
CMake also supports building universal binaries.
<pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386
cmake ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
4d021bfa720d347fcd9618bdb34d24cce8316d09
3582
3581
2011-12-03T20:16:47Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <code>mingw32-make</code>
#* If you want to build just the client: <code>mingw32-make odamex</code>
#* If you want to build just the server: <code>mingw32-make odasrv</code>
#* If you want to build just the master: <code>mingw32-make odamast</code>
#* If you want to clean up your build tree: <code>mingw32-make clean</code>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== Universal Binaries ====
CMake also supports building universal binaries.
<pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386
cmake ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
b8321b7e3c95620ed4365e0e783e6bed34e9689d
3581
3580
2011-12-03T20:15:59Z
AlexMax
9
/* Installing CMake */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code>
* Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code>
* openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code>
* Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code>
* Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== Universal Binaries ====
CMake also supports building universal binaries.
<pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386
cmake ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
ce8b01820c557a5f2182ebea58af599d82ccd5a2
3580
3539
2011-12-03T20:14:51Z
AlexMax
9
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
===== Build Types =====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
==== Using Clang + LLVM ====
If you prefer to use clang instead of gcc, you can:
<pre>export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre>
Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment.
==== Alternate SDL installations ====
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc).
==== GUI Tool ====
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== Mac OS X ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
You can also install the latest version using your package manager of choice:
* Homebrew: <code>brew install cmake</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
==== Xcode ====
CMake supports generating Xcode project files.
<pre>cmake -G Xcode ..</pre>
==== Universal Binaries ====
CMake also supports building universal binaries.
<pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386
cmake ..</pre>
Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package:
* Package: <code>pkg_add -r cmake</code>
* Port: <code>cd /usr/ports/devel/cmake && make install clean</code>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
c4724104918fbc1c5acee8ba93ebd2804e39b3fb
3539
3538
2011-08-11T02:41:08Z
AlexMax
9
/* Visual C++ */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
b07e8be4123d3397a149eef2e449ba64e62d8cbc
3538
3537
2011-08-11T02:40:49Z
AlexMax
9
/* Code::Blocks */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8-10 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
3d198b46eedd6b204fceec7ed1eb15b8c9c63efd
3537
3536
2011-08-11T02:40:20Z
AlexMax
9
/* MinGW Makefiles */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
cc4ff0a2dba5efe39301bf7af570a39d3a67bc1d
3536
3535
2011-08-11T02:37:29Z
AlexMax
9
/* Compatibility */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master.
*** There is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
d352f6ceef411b0052876ec2bfd999ecb35f22d1
3535
3534
2011-08-11T02:35:38Z
AlexMax
9
/* Compatibility */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues.
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
33b9ec9743713d70fc0f65ee754c92a70ff03898
3534
3533
2011-08-11T02:32:48Z
AlexMax
9
/* Compatibility */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issues. However, there are a few caveats:
*** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. This is by design and has no fix. If you want to be able to switch between Debug and Release easily, keep two build directories.
*** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
2875e1eeafdbd31c6f650a37dc72afc4720dc8d3
3533
3532
2011-08-11T02:27:34Z
AlexMax
9
/* Code::Blocks */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issue. However, at this moment the generated project seems to heavily nest the source files in the project management tab.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
1374dd363cfe264809b44b41b81368686550db83
3532
3531
2011-08-11T02:24:16Z
AlexMax
9
/* Compatibility */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks (MinGW) can compile the client, server and master without issue. However, at this moment the generated project seems to heavily nest the source files in the project management tab.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support.
** The Xcode generator is untested.
* Linux
** Makefiles can compile the client, server and master without issue.
** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
f26a0905648f3115b870b09fc653963461c09ad1
3531
3528
2011-08-11T02:22:08Z
AlexMax
9
/* Compatibility Matrix */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Windows
** Visual C++ 2010 can compile the client, server and master without issue.
** MinGW Makefiles can compile the client, server and master without issue.
** Code::Blocks + MinGW Makefiles can compile the client, server and master without issue. However, at this moment the generated project seems to heavily nest the source files in the project management tab.
* Mac OS X
** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support.
* Linux
** Makefiles can compile the client, server and master without issue.
* FreeBSD
** Makefiles can compile the client, server and master without issue.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
983899a8208a9789879fae3a621383198a22660c
3528
3523
2011-07-25T14:49:45Z
AlexMax
9
/* Compatibility Matrix */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility Matrix ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Works means that the given combination of compiler (and/or IDE) and target works.
* Partial means that the given combination of compiler and target has been tried and compiles correctly, but is missing key functionality or is otherwise somehow deficient.
* Broken means that the given combination of compiler and target has been tried and has been known to fail catastrophically.
* Untested means that the given combination of compiler and target hasn't been tried yet.
* No Target means that the compilation target does not yet exist.
* The '''Package''' column is a special case. Each platform has a couple of formats that binary copies of Odamex could be distributed though. Packages are assembled by CPack, and each format that CPack correctly assembles is listed in this column.
{|border="1"
|+ Compatibility Matrix v2
!
!Client
!Server
!Master
!Launcher
!Package
|-
!colspan="5"|Windows
|.zip, NSIS
|-
!MinGW Makefiles
|Working
|Working
|Working
|No Target
|None
|-
!Code::Blocks
|Untested
|Untested
|Untested
|No Target
|None
|-
!Visual C++ 2010
|Working
|Working
|Working
|No Target
|None
|-
!Visual C++ 2008
|Untested
|Untested
|Untested
|No Target
|None
|-
!Visual C++ 2005
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|Mac OS X
|Bundle
|-
!Makefiles
|Partial
|Partial
|Partial
|No Target
|None
|-
!Xcode 3.2
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|Linux
|rpm & deb
|-
!Makefiles
|Working
|Working
|Working
|No Target
|None
|-
!Code::Blocks
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|FreeBSD
|N/A
|-
!Makefiles
|Working
|Working
|Working
|No Target
|None
|}
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
0c7640c96b05c7b1a44ead7bec72d7e2ffb328f9
3523
3522
2011-07-11T21:32:09Z
AlexMax
9
/* Compatibility Matrix */
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility Matrix ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Works means that the given combination of compiler (and/or IDE) and target works.
* Partial means that the given combination of compiler and target has been tried and compiles correctly, but is missing key functionality or is otherwise somehow deficient.
* Broken means that the given combination of compiler and target has been tried and has been known to fail catastrophically.
* Untested means that the given combination of compiler and target hasn't been tried yet.
* No Target means that the compilation target does not yet exist.
* The '''Package''' column is a special case. Each platform has a couple of formats that binary copies of Odamex could be distributed though. Packages are assembled by CPack, and each format that CPack correctly assembles is listed in this column.
{|border="1"
|+ Compatibility Matrix v2
!
!Client
!Server
!Master
!Launcher
!Package
|-
!colspan="5"|Windows
|.zip, NSIS
|-
!MinGW Makefiles
|Working
|Working
|Working
|No Target
|None
|-
!Code::Blocks
|Untested
|Untested
|Untested
|No Target
|None
|-
!Visual C++ 2010
|Working
|Working
|Working
|No Target
|None
|-
!Visual C++ 2008
|Untested
|Untested
|Untested
|No Target
|None
|-
!Visual C++ 2005
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|Mac OS X
|Bundle
|-
!Makefiles
|Untested
|Untested
|Untested
|No Target
|None
|-
!Xcode 3.2
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|Linux
|rpm & deb
|-
!Makefiles
|Working
|Working
|Working
|No Target
|None
|-
!Code::Blocks
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|FreeBSD
|N/A
|-
!Makefiles
|Working
|Working
|Working
|No Target
|None
|}
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
9a79a14ac638b0560b49cc6db410727cde5af15f
3522
3521
2011-07-11T21:27:53Z
AlexMax
9
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Compatibility Matrix ==
As the CMake build files are still a work in progress, some functionality might be missing.
* Works means that the given combination of compiler (and/or IDE) and target works.
* Partial means that the given combination of compiler and target has been tried and compiles correctly, but is missing key functionality or is otherwise somehow deficient.
* Broken means that the given combination of compiler and target has been tried and has been known to fail catastrophically.
* Untested means that the given combination of compiler and target hasn't been tried yet.
* No Target means that the compilation target does not yet exist.
* The '''Package''' column is a special case. Each platform has a couple of formats that binary copies of Odamex could be distributed though. Packages are assembled by CPack, and each format that CPack correctly assembles is listed in this column.
{|border="1"
|+ Compatibility Matrix v2
!
!Client
!Server
!Master
!Launcher
!Package
|-
!colspan="5"|Windows
|.zip, NSIS
|-
!MinGW Makefiles
|Tested
|Tested
|Tested
|No Target
|None
|-
!Code::Blocks
|Untested
|Untested
|Untested
|No Target
|None
|-
!Visual C++ 2010
|Tested
|Tested
|Tested
|No Target
|None
|-
!Visual C++ 2008
|Untested
|Untested
|Untested
|No Target
|None
|-
!Visual C++ 2005
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|Mac OS X
|Bundle
|-
!Makefiles
|Untested
|Untested
|Untested
|No Target
|None
|-
!Xcode 3.2
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|Linux
|rpm & deb
|-
!Makefiles
|Partial<sup>1</sup>
|Partial<sup>1</sup>
|Partial<sup>1</sup>
|No Target
|None
|-
!Code::Blocks
|Untested
|Untested
|Untested
|No Target
|None
|-
!colspan="5"|FreeBSD
|N/A
|-
!Makefiles
|Partial<sup>1</sup>
|Partial<sup>1</sup>
|Partial<sup>1</sup>
|No Target
|None
|}
<sup>1. Missing a .desktop file for FreeDesktop menu integration</sup>
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
ec0292aa4c27f87beeef88ab8fb90d00d130dac9
3521
3520
2011-07-11T16:55:30Z
AlexMax
9
wikitext
text/x-wiki
According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices:
* If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup.
* If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path.
* You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler.
There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki.
==== MinGW Makefiles ====
# If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here].
# Follow the installation instructions for any [[Required Libraries]] you might need.
# Start up the CMake GUI tool.
# In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex.
# In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex.
# Click '''Configure'''.
#* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# After a few moments, you will see warnings about how SDL and SDL_mixer could not be found.
#* If you don't care about building the client, skip to the next step.
#* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step.
# Click '''Generate'''.
# Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier.
# Run the following command:
#* If you want to build everything: <tt>mingw32-make</tt>
#* If you want to build just the client: <tt>mingw32-make odamex</tt>
#* If you want to build just the server: <tt>mingw32-make odasrv</tt>
#* If you want to build just the master: <tt>mingw32-make odamast</tt>
#* If you want to clean up your build tree: <tt>mingw32-make clean</tt>
==== Code::Blocks ====
# Follow steps 1 and 2 in the MinGW Makefiles section above.
# Download and install Code::Blocks.
#* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step.
#* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here].
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# ''To Be Continued...''
==== Visual C++ ====
# Follow step 2 in the MinGW Makefiles section above.
# Install a copy of Visual C++.
#* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here].
#* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details.
#* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003.
#* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy.
# Follow steps 3-6 in the MinGW Makefiles section above.
# You should see a dialog box pop up. From the drop-down list, pick:
#* '''Visual Studio 10''' if you have Visual C++ 2010.
#* '''Visual Studio 9 2008''' if you have Visual C++ 2008.
#* '''Visual Studio 8 2005''' if you have Visual C++ 2005.
# Make sure '''Use default native compilers''' is selected, then click '''Finish'''.
# Follow steps 8 and 9 in the MinGW Makefiles section above.
# Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++.
# ''To Be Continued...''
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder.
* All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder.
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* <tt>odamex.wad</tt> from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt>
* Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt>
* openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt>
* Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt>
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt>
* Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt>
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt>
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt>
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
Once <tt>cmake</tt> finishes its job, run the following command:
* If you want to build everything: <tt>make</tt>
* If you want to build just the client: <tt>make odamex</tt>
* If you want to build just the server: <tt>make odasrv</tt>
* If you want to build just the master: <tt>make odamast</tt>
* If you want to clean up your build tree: <tt>make clean</tt>
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: <tt>pkg_add -r cmake</tt>
* Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt>
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
a5c8d08c5349438a12ee6d7251f18c4fb0f62167
3520
3519
2011-07-10T00:46:54Z
AlexMax
9
/* Alternate SDL installations */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information:
* '''Where is the source code:''' Pick out the folder where you checked out Odamex.
* '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex.
Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler:
* '''Visual Studio 8 2005''': For compiling with Visual Studio 2005
* '''Visual Studio 9 2008''': For compiling with Visual Studio 2008
* '''Visual Studio 10:''' For compiling with Visual Studio 2010
Make sure "Use default native compilers" is selected before hitting Finish.
Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL.
* If you are not interested in compiling the client, you can ignore those warnings and click Generate.
* If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate.
If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler:
==== Visual Studio 2010 ====
Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* SDL.dll from the SDL Development Library's ''lib'' folder.
* All of the DLL files from the SDL_mixer Development Library's ''lib'' folder.
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with cmake called ccmake. The command-line syntax for using it is the same as cmake, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
9af3354c265b4d1a9395e828ce2b7b705669ff59
3519
3518
2011-07-10T00:46:34Z
AlexMax
9
/* Alternate SDL installations */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information:
* '''Where is the source code:''' Pick out the folder where you checked out Odamex.
* '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex.
Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler:
* '''Visual Studio 8 2005''': For compiling with Visual Studio 2005
* '''Visual Studio 9 2008''': For compiling with Visual Studio 2008
* '''Visual Studio 10:''' For compiling with Visual Studio 2010
Make sure "Use default native compilers" is selected before hitting Finish.
Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL.
* If you are not interested in compiling the client, you can ignore those warnings and click Generate.
* If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate.
If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler:
==== Visual Studio 2010 ====
Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* SDL.dll from the SDL Development Library's ''lib'' folder.
* All of the DLL files from the SDL_mixer Development Library's ''lib'' folder.
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.).
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with cmake called ccmake. The command-line syntax for using it is the same as cmake, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
07685f50d0bb427577efca7a5808ad37fc57a1d5
3518
3517
2011-07-10T00:43:16Z
AlexMax
9
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information:
* '''Where is the source code:''' Pick out the folder where you checked out Odamex.
* '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex.
Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler:
* '''Visual Studio 8 2005''': For compiling with Visual Studio 2005
* '''Visual Studio 9 2008''': For compiling with Visual Studio 2008
* '''Visual Studio 10:''' For compiling with Visual Studio 2010
Make sure "Use default native compilers" is selected before hitting Finish.
Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL.
* If you are not interested in compiling the client, you can ignore those warnings and click Generate.
* If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate.
If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler:
==== Visual Studio 2010 ====
Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* SDL.dll from the SDL Development Library's ''lib'' folder.
* All of the DLL files from the SDL_mixer Development Library's ''lib'' folder.
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple:
<pre>mkdir build && cd build && cmake ..</pre>
You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again.
==== Build Types ====
CMake gives you a choice of four build types. The default build type is Debug, but there are four choices:
* Debug: Debug information, -O1 optimization.
* Release: No debug information, -O3 optimization.
* RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release.
* MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***].
To specify a build type, you need to pass it with your cmake command like so:
<pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre>
=== Alternate SDL installations ===
If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13)
<pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre>
If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically. Otherwise, you can also manually specify SDL_mixer like so:
<pre>cmake .. -DSDLDIR=/opt/SDL_mixer-1.10</pre>
Obviously you can mix and match as you please.
=== GUI Tool ===
If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with cmake called ccmake. The command-line syntax for using it is the same as cmake, but it gives you a nice little graphical interface to double-check the cache file with.
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
=== Compiling Odamex ===
See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux]
19f34a98e234481b8e329475b31f900327c4e609
3517
3516
2011-07-10T00:27:38Z
AlexMax
9
/* Client notes */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information:
* '''Where is the source code:''' Pick out the folder where you checked out Odamex.
* '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex.
Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler:
* '''Visual Studio 8 2005''': For compiling with Visual Studio 2005
* '''Visual Studio 9 2008''': For compiling with Visual Studio 2008
* '''Visual Studio 10:''' For compiling with Visual Studio 2010
Make sure "Use default native compilers" is selected before hitting Finish.
Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL.
* If you are not interested in compiling the client, you can ignore those warnings and click Generate.
* If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate.
If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler:
==== Visual Studio 2010 ====
Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* SDL.dll from the SDL Development Library's ''lib'' folder.
* All of the DLL files from the SDL_mixer Development Library's ''lib'' folder.
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
bdd7da2c4a0fca1088f3e6f41cb3c0ef54eeb397
3516
3515
2011-07-10T00:27:19Z
AlexMax
9
/* Server notes */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information:
* '''Where is the source code:''' Pick out the folder where you checked out Odamex.
* '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex.
Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler:
* '''Visual Studio 8 2005''': For compiling with Visual Studio 2005
* '''Visual Studio 9 2008''': For compiling with Visual Studio 2008
* '''Visual Studio 10:''' For compiling with Visual Studio 2010
Make sure "Use default native compilers" is selected before hitting Finish.
Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL.
* If you are not interested in compiling the client, you can ignore those warnings and click Generate.
* If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate.
If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler:
==== Visual Studio 2010 ====
Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* SDL.dll from the SDL Development Library's ''lib'' folder.
* All of the DLL files from the SDL_mixer Development Library's ''lib'' folder.
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odamex.exe is. The location of odamex.exe depends on your compiler. For Visual Studio, it depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
534881c87237360b50a92c3d7e5ce1b11a011a71
3515
3514
2011-07-10T00:25:04Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information:
* '''Where is the source code:''' Pick out the folder where you checked out Odamex.
* '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex.
Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler:
* '''Visual Studio 8 2005''': For compiling with Visual Studio 2005
* '''Visual Studio 9 2008''': For compiling with Visual Studio 2008
* '''Visual Studio 10:''' For compiling with Visual Studio 2010
Make sure "Use default native compilers" is selected before hitting Finish.
Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL.
* If you are not interested in compiling the client, you can ignore those warnings and click Generate.
* If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate.
If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler:
==== Visual Studio 2010 ====
Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project.
=== Running Odamex ===
The first time you run the client or server, you might run into some issues.
==== Client notes ====
The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy:
* SDL.dll from the SDL Development Library's ''lib'' folder.
* All of the DLL files from the SDL_mixer Development Library's ''lib'' folder.
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odamex.exe is. The location of odamex.exe depends on your compiler. For Visual Studio, it depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in.
==== Server notes ====
The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy:
* odamex.wad from the base odamex SVN checkout folder.
* A DOOM IWAD from one of your installations of DOOM.
...into the folder where odasrv.exe is. The location of odasrv.exe depends on your compiler. For Visual Studio, it depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
a1435d247a20e9ffc05f0ca3f7a05c2490e41f3d
3514
3513
2011-07-10T00:21:31Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
=== Installing CMake ===
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
=== Compiling Odamex ===
Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information:
* '''Where is the source code:''' Pick out the folder where you checked out Odamex.
* '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex.
Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler:
* '''Visual Studio 8 2005''': For compiling with Visual Studio 2005
* '''Visual Studio 9 2008''': For compiling with Visual Studio 2008
* '''Visual Studio 10:''' For compiling with Visual Studio 2010
Make sure "Use default native compilers" is selected before hitting Finish.
Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL.
* If you are not interested in compiling the client, you can ignore those warnings and click Generate.
* If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the directory dialog, select the directory where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the directory where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate.
If you take a look at the directory that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler:
==== Visual Studio 2010 ====
Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project.
===== Client notes =====
The first time you build the client, you will get an error message about a missing SDL.dll file. You need to copy:
* SDL.dll from the SDL Development Library's ''lib'' folder.
* All of the DLL files from the SDL_mixer Development Library's ''lib'' folder.
* odamex.wad from the base odamex SVN checkout directory.
* A DOOM IWAD from one of your installations of DOOM.
...into the directory where odamex.exe is. The location of odamex.exe depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in.
===== Server notes =====
The first time you build the server, you will get an error message about not being able to find odamex.wad. You need to copy:
* odamex.wad from the base odamex SVN checkout directory.
* A DOOM IWAD from one of your installations of DOOM.
...into the directory where odamex.exe is. The location of odamex.exe depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in.
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
7af9f5314e76c267cd0a40cba7b0a4b57310de02
3513
3512
2011-07-09T23:52:47Z
AlexMax
9
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
== FreeBSD ==
FreeBSD has CMake in its ports tree as a port and a package.
* Package: pkg_add -r cmake
* Port: cd /usr/ports/devel/cmake && make install clean
311a32fc882ec8135c27c950a580358b37034a7e
3512
3510
2011-07-09T23:49:21Z
AlexMax
9
/* Linux */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
== Linux ==
Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug].
=== Installing CMake ===
Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires.
* Debian 6.0: '''CMake 2.8.2''' aptitude install cmake
* Fedora 15: '''CMake 2.8.4''' yum install cmake
* openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake
* Slackware 13.37 '''CMake 2.8.4''' pkgtool
* Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake
* Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake
The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered.
* CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Debian 5.0: '''CMake 2.6.0''' aptitude install cmake
* Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
* Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake
If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here].
8022226b808ce133aaef2aeeccab0c78ebe34270
3510
3509
2011-07-09T22:38:22Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here].
== Linux ==
b6337fbbb499da7786193684df57258ebb2d39ea
3509
3508
2011-07-09T22:38:09Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
The latest version of CMake can be downloaded from Kitware's website [[http://www.cmake.org/cmake/resources/software.html here]].
== Linux ==
9ea9bd38dd8507c9710c3f7327f47af596ad7c42
3508
2011-07-09T22:36:47Z
AlexMax
9
wikitext
text/x-wiki
According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware.
CMake can:
* Create libraries
* Generate wrappers
* Compile source code
* Build executables in arbitrary combinations
Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007.
== Windows ==
== Linux ==
7ff97294ea2ea51da5e7212d2047da30a334664c
Compiling using Code::Blocks
0
1286
2995
2951
2008-02-29T04:53:51Z
Russell
4
wikitext
text/x-wiki
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. '''Be sure to get the latest release installer WITH MinGW'''
==Step 2: Setting up the compiler==
=== Windows ===
Download the installer and run it, but don't start Code::Blocks yet.
===Linux===
Chances are, your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
Odamex requires the following libraries to compile:
* [http://www.libsdl.org/download-1.2.php SDL Development Library]
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Library]
===Windows===
Copy the '''include\SDL''' and '''lib''' folders from the archives and paste them into your '''path-to-codeblocks\MinGW''' directory, overwriting the old '''include''' and '''lib''' folders respectively.
'''Note:''' You may need to copy the files from '''include\SDL''' to the '''include''' directory in the '''path-to-codeblocks\MinGW''', otherwise when it comes time to build the client, it will complain about SDL.h missing.
===Linux===
Refer to your individual distribution's installation methods for installing SDL and SDL_mixer libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named '''odamex.workspace''').
Select GCC as the default compiler.
If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher.
Once the environment is loaded, double click on the project name (client, server, master), select your target (Debug or Release), go to the '''Build menu''' and click '''Rebuild'''.
==Step 6: Obtaining the runtime libraries==
[[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]]
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure to copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. Once finished, your directory should probably look something like shown in the screenshot.
68c5df78f412797afe5cf3e476961ec4deffcd31
2951
2950
2007-10-03T23:13:37Z
Voxel
2
/* Step 1: Getting Code::Blocks */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build''' (NOT '''Release Canadate 2''') as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
It is assumed here that MinGW is the compiler that will be used with Code::Blocks. This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download and extract all of these and to C:\mingw. If you are using Windows and don't have an archiver capable of handling tar.gz files, download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are, your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
Odamex requires the following libraries to compile:
*[http://www.libsdl.org/download-1.2.php SDL Development Library]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Library]
===Windows===
Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace).
If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher.
Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''.
==Step 6: Obtaining the runtime libraries==
[[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]]
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure to copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. Once finished, your directory should probably look something like shown in the screenshot.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
d23cb51a2b9490dc8f4d50a5fc1e0f68bd55ad3a
2950
2944
2007-10-03T23:11:27Z
Voxel
2
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
It is assumed here that MinGW is the compiler that will be used with Code::Blocks. This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download and extract all of these and to C:\mingw. If you are using Windows and don't have an archiver capable of handling tar.gz files, download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are, your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
Odamex requires the following libraries to compile:
*[http://www.libsdl.org/download-1.2.php SDL Development Library]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Library]
===Windows===
Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace).
If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher.
Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''.
==Step 6: Obtaining the runtime libraries==
[[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]]
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure to copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. Once finished, your directory should probably look something like shown in the screenshot.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
dc26e2da7d685500425e10b9b8a36a352b824655
2944
2943
2007-09-02T21:54:38Z
AlexMax
9
/* Step 6: Obtaining the runtime libraries */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace).
If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher.
Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''.
==Step 6: Obtaining the runtime libraries==
[[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]]
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. When finished, your directory should probably look something like the following image.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
5d70b64948e3a196cb7952cb432062a5d830d84d
2943
2942
2007-09-02T21:51:57Z
AlexMax
9
/* Step 6: Obtaining the runtime libraries */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace).
If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher.
Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''.
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad and your IWAD of choice to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
99dee11d4a83d6246c74599af43006a3ccb1acc6
2942
2941
2007-09-02T21:48:39Z
AlexMax
9
/* Step 5: Compiling the ODAMEX source code */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace).
If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher.
Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''.
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
8172859abea4eb79b2c432a9f6b3570826f72905
2941
2940
2007-09-02T21:39:41Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
e49c20d56183122f2d12166983ab1803f4cb9051
2940
2939
2007-09-02T02:41:53Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. Please note that you MUST use the Visual C++ archives if given the choice, and not MinGW.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
5dbad50362c734a08758d8507250df7db25c1400
2939
2938
2007-09-02T02:26:23Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
* gdb (not required, but highly recomended for debugging purposes)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip].
Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
b21a4810738bfa8c4f697feb8029d40581608178
2938
2937
2007-09-02T02:24:21Z
AlexMax
9
/* Step 1: Getting Code::Blocks */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
d9ee16ac6c147b623bd06f8b3a03312071d61ddc
2937
2722
2007-09-02T02:21:49Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc 3 (gcc-core and gcc-g++)
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
8c0917400e18f754f2b63a7aa1990b593f810dad
2722
2721
2007-01-19T04:07:02Z
AlexMax
9
Revert. Whoops, had the MSYS and Codeblocks windows open at the same time. =P
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
33ef5d6ab766721f93818881510ba6e5f3c9dff9
2721
2678
2007-01-19T04:06:01Z
AlexMax
9
/* Step 1: Getting Code::Blocks */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting MSYS==
You can download MSYS from its website here: [http://http://www.mingw.org/msys.shtml MinGW - Minimal SYStem].
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
bc449ecb332132a3ed3209c332e231f5e1c83399
2678
2566
2007-01-15T05:50:01Z
Deathz0r
6
typo fixes
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Linux===
Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
33ef5d6ab766721f93818881510ba6e5f3c9dff9
2566
2544
2006-11-10T16:09:15Z
AlexMax
9
Compiling using Codeblocks moved to Compiling using Code::Blocks
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
===Linux===
Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
340e8fa918fe801447eb4676440980e54ec33372
2544
2541
2006-11-09T22:02:40Z
Russell
4
minor changes
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
===Linux===
Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
340e8fa918fe801447eb4676440980e54ec33372
2541
2540
2006-11-09T18:11:39Z
AlexMax
9
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
===Linux===
Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
34bd8820ac6d6606cfa41e9f4aa25eab1699493e
2540
2538
2006-11-09T18:02:58Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Setting up the compiler==
===Windows===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
===Linux===
Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
===Windows===
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
===Linux===
Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client.
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Step 6: Obtaining the runtime libraries==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==Linux==
Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
a3d69672c1c256020f2bb7158744d9bd89a8abc3
2538
2533
2006-11-09T15:21:07Z
AlexMax
9
/* Conclusion */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Windows==
===Step 1: Getting Code::Blocks===
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
===Step 2: Getting MinGW===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools].
===Step 5: Compiling the ODAMEX source code===
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
===Step 6: Obtaining the runtime libraries===
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well.
==Linux==
Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
1397eae79b59f167df2c822a4427986d85cf6cd5
2533
2517
2006-11-08T00:53:27Z
RazTK
16
/* Step 2: Getting MinGW */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Windows==
===Step 1: Getting Code::Blocks===
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
===Step 2: Getting MinGW===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools].
===Step 5: Compiling the ODAMEX source code===
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
===Conclusion===
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==Linux==
Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
0b3da8c9a8c71b48d1297a417a403e6a6571f998
2517
2510
2006-11-05T18:32:46Z
AlexMax
9
Modified framework to allow easier inclusion of Linux instructions in the future
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Windows==
===Step 1: Getting Code::Blocks===
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
===Step 2: Getting MinGW===
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools].
===Step 5: Compiling the ODAMEX source code===
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
===Conclusion===
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==Linux==
Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
77aba36330f9cfbcfae6280dd0a1bea64049b89e
2510
2509
2006-11-05T03:45:52Z
AlexMax
9
/* Step 2: Getting MinGW */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
4bd3fe1ef9156fddd11e415d034bcbcf3bc66454
2509
2426
2006-11-05T03:45:13Z
AlexMax
9
/* Step 2: Getting MinGW */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* w32api
* binutils
* gcc
* g++
Downlaod all of them and extract them to C:\cygwin. If you don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
51c3ef1ee2e1784852aa5018484a2983ae2daffd
2426
2425
2006-10-26T04:33:46Z
24.12.10.135
0
/* Step 4: Getting the source code for ODAMEX */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
If you are compiling Odamex for the purpose of debugging, grab GDB as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
da741bac493312a272dff59adb051427b87ee857
2425
2424
2006-10-26T04:33:04Z
24.12.10.135
0
/* Step 4: Getting the source code for ODAMEX */ Codeblocks not just for windows
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
If you are compiling Odamex for the purpose of debugging, grab GDB as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux, you can use the standard [http://subversion.tigris.org/ svn tools].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
bc12c034b01023c9e9014ae2ffbac1e7c36d1246
2424
2423
2006-10-26T04:28:48Z
24.12.10.135
0
/* Step 4: Getting the source code for ODAMEX */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
If you are compiling Odamex for the purpose of debugging, grab GDB as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
==Step 4: Getting the source code for ODAMEX==
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
639f7ac4094fbbfa2787dfbecd1975f1904c8da4
2423
2422
2006-10-26T03:07:20Z
AlexMax
9
/* SDL_mixer Development Libraries */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
If you are compiling Odamex for the purpose of debugging, grab GDB as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory.
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
aae9572b9935a33268a807ee2c0475f1297a3791
2422
2421
2006-10-26T03:05:21Z
AlexMax
9
/* Step 2: Getting MinGW */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
If you are compiling Odamex for the purpose of debugging, grab GDB as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory.
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
ea78d0fd71004a96e7ae93401acb09e3df48c3e7
2421
2323
2006-10-26T03:02:48Z
AlexMax
9
/* SDL Development Libraries */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
If you are compiling Odamex for the purpose of debugging, grab GDB as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory.
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory.
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
a51ab6bd914ca0f6979cfdb03a44468f105583c0
2323
2322
2006-09-23T21:33:03Z
AlexMax
9
/* Step 2: Getting MinGW */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
If you are compiling Odamex for the purpose of debugging, grab GDB as well.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory.
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
c08f9b81dc834c368d987fff19d8e6ffb4537ea4
2322
2321
2006-09-23T21:24:00Z
AlexMax
9
/* SDL_mixer Development Libraries */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory.
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
d5f6d2861766275aff1858d53db996b4c26ea677
2321
2320
2006-09-23T21:23:32Z
AlexMax
9
/* SDL_Mixer Development Libraries */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory
=== SDL_mixer Development Libraries ===
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory.
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
a02c68960213d4b07877d3d4496ead9997667387
2320
2319
2006-09-23T21:23:16Z
AlexMax
9
/* Step 3: Required Libraries */
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
=== SDL Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]
Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory
=== SDL_Mixer Development Libraries ===
You can get the latest version of SDL [http://www.libsdl.org/projects/SDL_mixer/ here]
Unzip the appropriate archive (http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory.
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
ab0c7ca1409295ec716bf51830b5517b100d120f
2319
2309
2006-09-23T21:00:55Z
AlexMax
9
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files.
==Step 2: Getting MinGW==
This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step.
You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big.
==Step 3: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
* SDL development libraries
* SDL_mixer development libraries
And unzip these libraries into your [http://www.mingw.org MinGW] directory
==Step 4: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 5: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
bee39d68216bcf7edf0de06b08f31e9d745eaae3
2309
2308
2006-09-21T21:40:08Z
Russell
4
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the Code::Blocks IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks].
'''Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.'''
==Step 2: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
* SDL development libraries
* SDL_mixer development libraries
And unzip these libraries into your [http://www.mingw.org MinGW] directory
==Step 3: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 4: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.codeblocks.org/ Code::Blocks]
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
345a4b0fa036852d749b3a0984468fddc2ef27bb
2308
2307
2006-09-21T21:38:00Z
Russell
4
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks].
'''Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.'''
==Step 2: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
* SDL development libraries
* SDL_mixer development libraries
And unzip these libraries into your [http://www.mingw.org MinGW] directory
==Step 3: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 4: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
==External Links==
* [http://www.libsdl.org SDL]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer]
772ed14caf29eaf1d3b29f34bf5f6bfa40f70920
2307
2299
2006-09-21T21:35:14Z
Russell
4
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks].
'''Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.'''
==Step 2: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
* [http://www.libsdl.org SDL development libraries]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer development libraries]
And unzip these libraries into your [http://www.mingw.org MinGW] directory
==Step 3: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 4: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
7ad5f36380b7c2971155eb3abf4a441e67d15fca
2299
2281
2006-09-20T07:13:40Z
Russell
4
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks].
* Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.
==Step 2: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
* [http://www.libsdl.org SDL development libraries]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer development libraries]
And unzip these libraries into your [http://www.mingw.org MinGW] directory
==Step 3: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 4: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the '''Build menu''' and click '''Rebuild workspace'''
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory
and these are ready to use.
c898720daf85193eef54c499def480682ecf30af
2281
2017
2006-09-19T08:04:26Z
Russell
4
wikitext
text/x-wiki
<b>Overview:</b>
---------
The ODAMEX Source package comes with a variety of project and workspace files.
This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE.
==Step 1: Getting Code::Blocks==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks].
* Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.
==Step 2: Required Libraries ==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
* [http://www.libsdl.org SDL development libraries]
* [http://www.libsdl.org/projects/SDL_mixer SDL_mixer development libraries]
And unzip these libraries into your [http://www.mingw.org MinGW] directory
==Step 3: Getting the source code for ODAMEX==
This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository
using [http://tortoisesvn.tigris.org/ tortoisesvn].
==Step 4: Compiling the ODAMEX source code==
After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace)
and go to the <b>Build menu</b> and click <b>Rebuild workspace</b>
==Conclusion==
Once its all built (and no errors have occurred), you should find some binary files located in the <b>bin</b> directory
and these are ready to use.
1588f6096d5273d61d9ef2ad4a2affe873cb6159
2017
1305
2006-04-12T07:42:20Z
AlexMax
9
Compiling on Windows with Codeblocks moved to Compiling using Codeblocks
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using [http://www.codeblocks.org/ Code::Blocks]
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
=Download CodeBlocks=
- Download [http://prdownloads.sourceforge.net/codeblocks/codeblocks-1.0rc2.exe?download this Code::Blocks package] and install it, select mingw/gcc as your default compiler, close the IDE.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Opening and Compiling the Odamex Workspace=
- Open the <b>Odamex.workspace</b> file, wait until all projects are loaded, right click on the project you want to compile and click <B>Activate</b>, then go into the <b>Build</b> menu and click <b>Build</b>.
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
e1c7822dfb43880cfcadc3b62473d43cfb29a217
1305
1304
2006-03-28T21:52:42Z
Ralphis
3
/* Download SDL Packages */
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using [http://www.codeblocks.org/ Code::Blocks]
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
=Download CodeBlocks=
- Download [http://prdownloads.sourceforge.net/codeblocks/codeblocks-1.0rc2.exe?download this Code::Blocks package] and install it, select mingw/gcc as your default compiler, close the IDE.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Opening and Compiling the Odamex Workspace=
- Open the <b>Odamex.workspace</b> file, wait until all projects are loaded, right click on the project you want to compile and click <B>Activate</b>, then go into the <b>Build</b> menu and click <b>Build</b>.
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
e1c7822dfb43880cfcadc3b62473d43cfb29a217
1304
1298
2006-03-28T21:52:15Z
Ralphis
3
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using [http://www.codeblocks.org/ Code::Blocks]
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
=Download CodeBlocks=
- Download [http://prdownloads.sourceforge.net/codeblocks/codeblocks-1.0rc2.exe?download this Code::Blocks package] and install it, select mingw/gcc as your default compiler, close the IDE.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Opening and Compiling the Odamex Workspace=
- Open the <b>Odamex.workspace</b> file, wait until all projects are loaded, right click on the project you want to compile and click <B>Activate</b>, then go into the <b>Build</b> menu and click <b>Build</b>.
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
ffa2f832b7c47c9ed88842ba132bd5a0b25c9ade
1298
1293
2006-03-28T21:20:55Z
Ralphis
3
Not complete
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using [http://www.codeblocks.org/ Code::Blocks]
=Download=
*Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=MingW Files=
*Get the following <b>MinGW</b> files:
[url=http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download/
gcc-core-3.4.2-20040916-1.tar.gz]
[li][url=http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download]
gcc-g++-3.4.2-20040916-1.tar.gz[/url][/li]
[li][url=http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download]
mingw-runtime-3.9.tar.gz[/url][/li]
[li][url=http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download]
w32api-3.6.tar.gz[/url][/li]
[li][url=http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download]
binutils-2.15.91-20040904-1.tar.gz[/url][/li]
[li][url=http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download]
mingw32-make-3.80.0-3.exe[/url][/li]
[li][url=http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download]
gdb-5.2.1-1.exe[/url][/li]
[/list]
==Community==
* [[Policy]]
== External links ==
* [http://bugs.odamex.net/ Odamex Bug Tracker]
e83f9eed220ff8b976324529dad42c3b83cc4f1b
1293
2006-03-28T21:10:57Z
216.15.108.253
0
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using [http://www.codeblocks.org/ Code::Blocks]
c0f72be6ed2e4d2a7fb9101a6300e3e51a2996b4
Compiling using Codeblocks
0
1474
2567
2006-11-10T16:09:15Z
AlexMax
9
Compiling using Codeblocks moved to Compiling using Code::Blocks: Title accuracy
wikitext
text/x-wiki
#redirect [[Compiling using Code::Blocks]]
8688a6e284a8b039e2c376f58aa126ffefd58c69
Compiling using Cygwin
0
1452
2249
2248
2006-08-31T18:45:52Z
213.247.170.49
0
/* SDL */
wikitext
text/x-wiki
Odamex can be downloaded and built in cygwin!
== Cygwin ==
You should follow the instructions below, and then proceed with [[Compiling using a Makefile]].
=== Cygwin packages ===
You will first need to install the following cygwin packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
=== SDL hack ===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
== External links ==
* [http://www.cygwin.org http://www.cygwin.org]
a1e81c75e98c00dc2623fa8ddcc8734e9e1064b2
2248
2247
2006-08-31T18:44:57Z
213.247.170.49
0
wikitext
text/x-wiki
Odamex can be downloaded and built in cygwin!
== Cygwin ==
You should follow the instructions below, and then proceed with [[Compiling using a Makefile]].
=== Cygwin packages ===
You will first need to install the following cygwin packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
=== SDL hack ===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
== External links ==
* [http://www.cygwin.org http://www.cygwin.org]
1e2974a5fb3899a602ef198d8898493322527552
2247
2246
2006-08-31T18:42:01Z
213.247.170.49
0
major contents for page
wikitext
text/x-wiki
== Cygwin ==
You should follow the instructions below, and then proceed with [[Compiling using a Makefile]].
=== Cygwin packages ===
You will first need to install the following cygwin packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
=== SDL hack ===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
== External links ==
* [http://www.cygwin.org http://www.cygwin.org]
c77c9b79a919412ff1a9ca67ba38eefa87748d76
2246
2006-08-31T15:22:32Z
194.85.9.14
0
wikitext
text/x-wiki
test
a94a8fe5ccb19ba61c4c0873d391e987982fbbd3
Compiling using GCC
0
1345
3269
3268
2008-08-05T02:41:07Z
Jrick
53
/* FreeBSD */
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== Compiling the Launcher ==
Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher:
<pre>cd odalaunch
wx-config --prefix # find out what to pass to the makefile as WXBASE
make WXBASE=/usr # replace with appropriate value</pre>
This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings:
<pre>WXBASE = /usr/local
WXCONFIG = $(WXBASE)/bin/wx-config
WXRC = $(WXBASE)/bin/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g
LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre>
== Platform-specific notes ==
===Package Based Distributions===
Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present.
===FreeBSD===
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
When compiling the launcher on FreeBSD, you must also edit the Makefile so that it points to the correct wx binaries. First, make sure you have the x11-toolkits/wxgtk28 port installed. (Odamex requires 2.8. 2.6 and 2.4 will not work.) Then, edit the makefile, changing the lines:
WXCONFIG = wx-config
WXRC = wxrc
to:
WXCONFIG = wxgtk2-2.8-config
WXRC = wxrc-gtk2-2.8
After that, running "gmake" in the odalaunch/ directory will build the launcher. Typing "gmake install" (as root) in the odamex source directory will then install the launcher on the system.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
4870652d3d16f8c9ba6722f7caf52d42046484d0
3268
3267
2008-08-05T02:40:37Z
Jrick
53
/* FreeBSD */
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== Compiling the Launcher ==
Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher:
<pre>cd odalaunch
wx-config --prefix # find out what to pass to the makefile as WXBASE
make WXBASE=/usr # replace with appropriate value</pre>
This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings:
<pre>WXBASE = /usr/local
WXCONFIG = $(WXBASE)/bin/wx-config
WXRC = $(WXBASE)/bin/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g
LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre>
== Platform-specific notes ==
===Package Based Distributions===
Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present.
===FreeBSD===
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
When compiling the launcher on FreeBSD, you must also edit the Makefile so that it points to the correct wx binaries. First, make sure you have the x11-toolkits/wxgtk28 port installed. (Odamex requires 2.8. 2.6 and 2.4 will not work). Then, edit the makefile, changing the lines:
WXCONFIG = wx-config
WXRC = wxrc
to:
WXCONFIG = wxgtk2-2.8-config
WXRC = wxrc-gtk2-2.8
After that, running "gmake" in the odalaunch/ directory will build the launcher. Typing "gmake install" (as root) in the odamex source directory will then install the launcher on the system.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
17b02e3f929a1722a84286629e7c61c0801eba4a
3267
3227
2008-08-05T02:39:29Z
Jrick
53
/* FreeBSD */
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== Compiling the Launcher ==
Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher:
<pre>cd odalaunch
wx-config --prefix # find out what to pass to the makefile as WXBASE
make WXBASE=/usr # replace with appropriate value</pre>
This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings:
<pre>WXBASE = /usr/local
WXCONFIG = $(WXBASE)/bin/wx-config
WXRC = $(WXBASE)/bin/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g
LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre>
== Platform-specific notes ==
===Package Based Distributions===
Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present.
===FreeBSD===
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
When compiling the launcher on FreeBSD, you must also edit the Makefile so that it points to the correct wx binaries. First, make sure you have the x11-toolkits/wxgtk28 port installed (Odamex requires 2.8, 2.6 and 2.4 will not work). Then, edit the makefile, changing the lines:
WXCONFIG = wx-config
WXRC = wxrc
to:
WXCONFIG = wxgtk2-2.8-config
WXRC = wxrc-gtk2-2.8
After that, running "gmake" in the odalaunch/ directory will build the launcher. Typing "gmake install" (as root) in the odamex source directory will then install the launcher on the system.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
39dfba7bf4708b2dca6cf9ebb206ed2d3a654a3a
3227
3226
2008-06-11T02:12:02Z
Achtung
49
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== Compiling the Launcher ==
Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher:
<pre>cd odalaunch
wx-config --prefix # find out what to pass to the makefile as WXBASE
make WXBASE=/usr # replace with appropriate value</pre>
This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings:
<pre>WXBASE = /usr/local
WXCONFIG = $(WXBASE)/bin/wx-config
WXRC = $(WXBASE)/bin/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g
LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre>
== Platform-specific notes ==
===Package Based Distributions===
Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present.
===FreeBSD===
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
2374ed6d59b104733f7c22df183de3b8dd33390f
3226
2872
2008-06-11T02:04:45Z
Achtung
49
Added reminder for users of package based distributions.
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== Compiling the Launcher ==
Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher:
<pre>cd odalaunch
wx-config --prefix # find out what to pass to the makefile as WXBASE
make WXBASE=/usr # replace with appropriate value</pre>
This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings:
<pre>WXBASE = /usr/local
WXCONFIG = $(WXBASE)/bin/wx-config
WXRC = $(WXBASE)/bin/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g
LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre>
== Platform-specific notes ==
===Package Based Distributions===
Be sure to install the development packages for SDL under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present.
===FreeBSD===
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
7c304227a969175da5ea31f3c2ce928948e6dd14
2872
2640
2007-03-09T02:46:31Z
Zorro
22
/* Compiling the launcher */
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== Compiling the Launcher ==
Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher:
<pre>cd odalaunch
wx-config --prefix # find out what to pass to the makefile as WXBASE
make WXBASE=/usr # replace with appropriate value</pre>
This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings:
<pre>WXBASE = /usr/local
WXCONFIG = $(WXBASE)/bin/wx-config
WXRC = $(WXBASE)/bin/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g
LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre>
== Platform-specific notes ==
===FreeBSD===
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
ac3d497a5526d2a5e6887e23d49cbec6d18b76a6
2640
2586
2007-01-05T19:23:13Z
AlexMax
9
/* FreeBSD */
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== Platform-specific notes ==
===FreeBSD===
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
09164508896df221974776b3e8a76c20ca03b15b
2586
2576
2006-11-13T04:52:58Z
AlexMax
9
/* Cygwin */
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== FreeBSD ==
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
===Cygwin===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
26b5b21baff01e5802585430310e86844e8a70fd
2576
2570
2006-11-10T16:38:23Z
AlexMax
9
wikitext
text/x-wiki
GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex.
== Compiling in a nutshell ==
Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type:
<pre>make</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make client
make server
make master</pre>
That's it!
== FreeBSD ==
FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
Then, substitue '''gmake''' for '''make''', respectively.
== Cygwin ==
Odamex does not compile natively under Cygwin at this time. However, you can still use Cygwin to compile Odamex as a MinGW program. Please see the appropraite article for details.
d5c19f3cd7c2620e97f9c51e404ff971ab356389
2570
2539
2006-11-10T16:09:47Z
AlexMax
9
Compiling using a Makefile moved to Compiling using GCC
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
== Windows ==
It is possible to compile Odamex with a makefile under Windows
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
===Step 1: Installing Cygwin===
Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed.
===Step 2: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
===Step 3: Patch SDL_config_minimal.h===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client.
===Step 5: Modifying your makefile===
There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
===Step 5: Compiling the ODAMEX source code===
Finally, you can '''make''', and the client and server and master server should compile sucessfully.
===Step 6: Obtaining the runtime libraries===
Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here].
510eea3329c1aeaf9f0ae12489c51f0e3b45d908
2539
2537
2006-11-09T15:58:02Z
AlexMax
9
/* Step 1: Installing Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
== Windows ==
It is possible to compile Odamex with a makefile under Windows
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
===Step 1: Installing Cygwin===
Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed.
===Step 2: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
===Step 3: Patch SDL_config_minimal.h===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client.
===Step 5: Modifying your makefile===
There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
===Step 5: Compiling the ODAMEX source code===
Finally, you can '''make''', and the client and server and master server should compile sucessfully.
===Step 6: Obtaining the runtime libraries===
Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here].
510eea3329c1aeaf9f0ae12489c51f0e3b45d908
2537
2536
2006-11-09T15:20:16Z
AlexMax
9
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
== Windows ==
It is possible to compile Odamex with a makefile under Windows
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
===Step 1: Installing Cygwin===
Download and run the setup.exe file avalable from [[here http://www.cygwin.com/]]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed.
===Step 2: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
===Step 3: Patch SDL_config_minimal.h===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client.
===Step 5: Modifying your makefile===
There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
===Step 5: Compiling the ODAMEX source code===
Finally, you can '''make''', and the client and server and master server should compile sucessfully.
===Step 6: Obtaining the runtime libraries===
Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here].
5d5782fbeb5cb5573a35a08fc650e6e744ddc23e
2536
2518
2006-11-09T15:19:20Z
AlexMax
9
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
== Windows ==
It is possible to compile Odamex with a makefile under Windows
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
===Step 1: Installing Cygwin===
Download and run the setup.exe file avalable from [[here http://www.cygwin.com/]]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed.
===Step 2: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
===Step 3: Patch SDL_config_minimal.h===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client.
===Step 5: Modifying your makefile===
There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
===Step 5: Compiling the ODAMEX source code===
Finally, you can '''make''', and the client and server and master server should compile sucessfully.
===Step 6: Obtaining the runtime libraries===
Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [[http://www.libsdl.org/download-1.2.php here]] and [[www.libsdl.org/projects/SDL_mixer/ here]].
06b9e64b52241c3246febb28aed12261de60f1d2
2518
2514
2006-11-05T18:33:39Z
AlexMax
9
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
== Windows ==
It is possible to compile Odamex with a makefile under Windows
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
c45838f9790b0a9e0ffaf3ade6339bb0a5e7bf9c
2514
2513
2006-11-05T06:25:44Z
Manc
1
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
7594c1a08a1f2a5c32bb4cd4f7b45f999d84f8e3
2513
2263
2006-11-05T06:23:52Z
Manc
1
/* Cygwin */ Image too wide
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
ad342a9ffea6046fa975d756f662a518efd51d2c
2263
2262
2006-08-31T19:29:30Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:cygwin.png|none||Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
c15c3c0e414f412183a89e2542a36430ba7cdc21
2262
2261
2006-08-31T19:28:53Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:cygwin.png|none|400x200px|Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
6b79cc43fc9a47c4cc01edb66c83ae22213de36e
2261
2260
2006-08-31T19:28:26Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:cygwin.png|none|200x100px|Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
841706d977092bcfdebaadcb131edb4a85683ece
2260
2259
2006-08-31T19:26:28Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:cygwin.png|none|200x100px|Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
d597eaf94c2512da2c36089fd33ccbb593f98796
2259
2257
2006-08-31T19:26:10Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:cygwin.png|none|200x100|Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
16843a68170da2965078494d4cccbfaf1f5d7f0b
2257
2256
2006-08-31T19:20:40Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
[[Image:cygwin.png|none||Screenshot of Odamex in Cygwin]]
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
cb47044a5f0ee2d3b3501805c0027e7de4e65292
2256
2255
2006-08-31T19:19:25Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
{Image:cygwin.png}
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
e957cd6043600ddfd637fb43f89f1592c8fa412d
2255
2251
2006-08-31T19:19:14Z
Voxel
2
/* Cygwin */
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
{{Image:cygwin.png}}
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
56b6b980ea8b0a0af934473f6e21a2e4248fe481
2251
2250
2006-08-31T18:52:26Z
213.247.170.49
0
merge from cygwin
wikitext
text/x-wiki
Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
Odamex can be downloaded and built in cygwin!
== Cygwin ==
=== Cygwin packages ===
You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones:
* make
* gcc
* subversion (only if you intend to use [[svn]] within cygwin)
=== SDL patches ===
Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there.
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
d117ece6af5914e799c29dca53dab88063846bbd
2250
2038
2006-08-31T18:49:45Z
213.247.170.49
0
add sdl dependencies explicitly
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the dependencies ===
If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed.
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
5ccde35e4d43e5ae75010421b0140ffc9e3b0050
2038
2037
2006-04-12T20:18:43Z
83.67.16.209
0
/* Build */
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<pre>
make
</pre>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
390114c9924e58ad52fa87a582a94bfdb5fc78f9
2037
2036
2006-04-12T20:18:31Z
83.67.16.209
0
/* Build */
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<code>make</code>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<pre>
make server
make client
make launcher
</pre>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
a3268989528804df1e36b1cfa3cf7dfc920ee7a8
2036
2035
2006-04-12T20:18:11Z
83.67.16.209
0
/* SVN */
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<pre>
svn co svn://odamex.net
</pre>
=== Build ===
In the source directory, use the make command:
<code>make</code>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<code>make server</code>
<code>make client</code>
<code>make launcher</code>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
5f925df7128e5b89db430c6b1b611a52e4bab678
2035
2033
2006-04-12T20:17:56Z
83.67.16.209
0
/* Download */
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<pre>
tar -xjf odamex_build.tar.bz2
cd odamex_build
</pre>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<code>svn co svn://odamex.net</code>
=== Build ===
In the source directory, use the make command:
<code>make</code>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<code>make server</code>
<code>make client</code>
<code>make launcher</code>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
ec5b21067707aea779b70a608e38cf2d328f3aed
2033
2032
2006-04-12T15:37:40Z
83.67.16.209
0
/* Download */
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<code>tar -xjf odamex_build.tar.bz2</code>
<code>cd odamex_build</code>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<code>svn co svn://odamex.net</code>
=== Build ===
In the source directory, use the make command:
<code>make</code>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<code>make server</code>
<code>make client</code>
<code>make launcher</code>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
c6dcfbcb415a1c50b9d68044dfe1d497c3d2fcbc
2032
2031
2006-04-12T15:37:23Z
83.67.16.209
0
/* GNU/Linux */
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<code>tar -xjf odamex_build.tar.bz2</code>
<code>cd odamex_build</code>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<code>svn co svn://odamex.net</code>
=== Build ===
In the source directory, use the make command:
<code>make</code>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<code>make server</code>
<code>make client</code>
<code>make launcher</code>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
2d1031850e0179cc00c04d66bbf6e4cc7b6d15f3
2031
2030
2006-04-12T15:37:05Z
83.67.16.209
0
/* GNU/Linux */
wikitext
text/x-wiki
== GNU/Linux ==
=== Get the source ===
You can either download a stable source package, or risk using the bleeding edge svn code.
==== Download ====
Download the [http://odamex.net/ latest source]
Untar the archive somewhere:
<code>tar -xjf odamex_build.tar.bz2</code>
<code>cd odamex_build</code>
==== SVN ====
Get a dev build using (must have [[svn|subversion]] installed!):
<code>svn co svn://odamex.net</code>
=== Build ===
In the source directory, use the make command:
<code>make</code>
Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want:
<code>make server</code>
<code>make client</code>
<code>make launcher</code>
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
dee66f13dc87f820f84f3a1ec75241ee88b12aaa
2030
2025
2006-04-12T15:32:16Z
83.67.16.209
0
/* GNU/Linux */
wikitext
text/x-wiki
== GNU/Linux ==
1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!):
<code>svn co svn://odamex.net</code>
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want.
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
fe66572f5301011868b99a0e8017ac4fbcc69364
2025
2022
2006-04-12T07:54:05Z
AlexMax
9
wikitext
text/x-wiki
== GNU/Linux ==
1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want.
== FreeBSD ==
To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects:
*'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]]
*'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]]
*'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]]
In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need:
*'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]]
Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively.
b5d8599e0c581990cae80bfb6b239bd6608c161a
2022
2014
2006-04-12T07:43:18Z
AlexMax
9
Compiling Using a Makefile moved to Compiling using a Makefile
wikitext
text/x-wiki
== Building on *nix systems ==
1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want.
d02fd82caa38a72502cd96837dfa18284a170fc2
2014
1674
2006-04-12T07:41:11Z
AlexMax
9
Compiling with Makefile moved to Compiling Using a Makefile
wikitext
text/x-wiki
== Building on *nix systems ==
1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want.
d02fd82caa38a72502cd96837dfa18284a170fc2
1674
1672
2006-03-31T06:23:40Z
Voxel
2
wikitext
text/x-wiki
== Building on *nix systems ==
1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster
You can run "make server" or "make client" to only build the module you want.
d02fd82caa38a72502cd96837dfa18284a170fc2
1672
1671
2006-03-31T06:20:53Z
Voxel
2
wikitext
text/x-wiki
== Building on *nix systems ==
1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) A binary should appear in the bin dir after a successful compile.
2d49e85e6d2bf7c3e3c89dc871a36b30fae7c887
1671
1614
2006-03-31T06:20:30Z
Voxel
2
wikitext
text/x-wiki
== Building on *nix systems ==
1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have subversion installed!): [[svn]] co svn://odamex.net
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) A binary should appear in the bin dir after a successful compile.
82d1154f44adb414d7f4413326fce5ffc81ba7f0
1614
2006-03-31T00:36:21Z
Russell
4
wikitext
text/x-wiki
== Building on *nix systems ==
1) Either download the <a href="http://odamex.net/">latest source</a> or get a dev build using (must have subversion installed!): svn co svn://odamex.net
2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make
3) A binary should appear in the bin dir after a successful compile.
1d5b1193d7a4326e7f340ea85a9e85ffd510247f
Compiling using MSYS
0
1288
2753
2752
2007-01-20T19:16:46Z
AlexMax
9
/* Step 1: Getting MSYS */
wikitext
text/x-wiki
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Before you compile...==
Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box.
===Step 1: Getting MSYS===
You can download MSYS from [http://www.mingw.org/download.shtml this website]. Download the .exe version, and install it to its default directory.
===Step 2: Setting up the Compiler===
You need the latest version of MinGW from [http://www.mingw.org/download.shtml the same website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries===
[[Required Libraries]]
In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''.
===Step 4: Set up PATH variable===
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
====Windows 2000/XP====
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre>
* OK your way out of all dialog boxes.
====Windows 9x/Me====
==Compiling in a nutshell==
Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type:
<pre>make -f Makefile.win all</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make -f Makefile.win client
make -f Makefile.win server
make -f Makefile.win master</pre>
That's it! The binaries should appear in a new subdirectory called bin.
9770a7b07b3031b6f712fe79640c3bfba559f601
2752
2751
2007-01-20T19:16:00Z
AlexMax
9
/* Step 1: Getting MSYS */
wikitext
text/x-wiki
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Before you compile...==
Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box.
===Step 1: Getting MSYS===
You can download MSYS from [http://www.mingw.org/download.shtml this website]. Install it to its default directory.
===Step 2: Setting up the Compiler===
You need the latest version of MinGW from [http://www.mingw.org/download.shtml the same website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries===
[[Required Libraries]]
In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''.
===Step 4: Set up PATH variable===
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
====Windows 2000/XP====
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre>
* OK your way out of all dialog boxes.
====Windows 9x/Me====
==Compiling in a nutshell==
Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type:
<pre>make -f Makefile.win all</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make -f Makefile.win client
make -f Makefile.win server
make -f Makefile.win master</pre>
That's it! The binaries should appear in a new subdirectory called bin.
3a225e67d291ed835f798317bb7797552f15ade4
2751
2750
2007-01-20T19:15:30Z
AlexMax
9
/* Step 2: Setting up the Compiler */
wikitext
text/x-wiki
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Before you compile...==
Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box.
===Step 1: Getting MSYS===
You can download MSYS from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. Install it to its default directory.
===Step 2: Setting up the Compiler===
You need the latest version of MinGW from [http://www.mingw.org/download.shtml the same website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries===
[[Required Libraries]]
In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''.
===Step 4: Set up PATH variable===
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
====Windows 2000/XP====
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre>
* OK your way out of all dialog boxes.
====Windows 9x/Me====
==Compiling in a nutshell==
Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type:
<pre>make -f Makefile.win all</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make -f Makefile.win client
make -f Makefile.win server
make -f Makefile.win master</pre>
That's it! The binaries should appear in a new subdirectory called bin.
7a37c53895ddbad49bf0a5789631f417aefcb046
2750
2748
2007-01-20T19:11:28Z
AlexMax
9
/* Windows 2000/XP */
wikitext
text/x-wiki
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Before you compile...==
Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box.
===Step 1: Getting MSYS===
You can download MSYS from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. Install it to its default directory.
===Step 2: Setting up the Compiler===
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries===
[[Required Libraries]]
In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''.
===Step 4: Set up PATH variable===
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
====Windows 2000/XP====
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre>
* OK your way out of all dialog boxes.
====Windows 9x/Me====
==Compiling in a nutshell==
Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type:
<pre>make -f Makefile.win all</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make -f Makefile.win client
make -f Makefile.win server
make -f Makefile.win master</pre>
That's it! The binaries should appear in a new subdirectory called bin.
ff9d2384cae02288785e22d6ba7fe2eac2461120
2748
2747
2007-01-20T08:45:41Z
AlexMax
9
wikitext
text/x-wiki
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Before you compile...==
Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box.
===Step 1: Getting MSYS===
You can download MSYS from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. Install it to its default directory.
===Step 2: Setting up the Compiler===
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
===Step 3: Required Libraries===
[[Required Libraries]]
In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''.
===Step 4: Set up PATH variable===
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
====Windows 2000/XP====
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\;C:\MSYS\</pre>
* OK your way out of all dialog boxes.
====Windows 9x/Me====
==Compiling in a nutshell==
Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type:
<pre>make -f Makefile.win all</pre>
This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands:
<pre>make -f Makefile.win client
make -f Makefile.win server
make -f Makefile.win master</pre>
That's it! The binaries should appear in a new subdirectory called bin.
6da7c46a5f48abdb83fce6ba55caf18c4872fe0e
2747
2745
2007-01-20T08:34:00Z
AlexMax
9
/* Step 3: Required Libraries */
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries==
[[Required Libraries]]
In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''.
==Step 4: Set up PATH variable==
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
===Windows 2000/XP===
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\</pre>
* OK your way out of all dialog boxes.
===Windows 9x/Me===
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
0fff2cf978c304572f909a7285095607d9a3205b
2745
2744
2007-01-20T08:32:04Z
AlexMax
9
/* Step 4: Unpack Files */
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries==
==Step 4: Set up PATH variable==
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
===Windows 2000/XP===
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\</pre>
* OK your way out of all dialog boxes.
===Windows 9x/Me===
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
1ac0275e225d25393f1636d0e4e1f485e0224ebd
2744
2743
2007-01-20T08:31:17Z
AlexMax
9
/* Step 3: Required Libraries */
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries==
==Step 4: Set up PATH variable==
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
===Windows 2000/XP===
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\</pre>
* OK your way out of all dialog boxes.
===Windows 9x/Me===
==Step 4: Unpack Files==
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
f17d91a3e53ee04eb5ab855c1e78e0b4b4bc68cf
2743
2742
2007-01-20T08:31:02Z
AlexMax
9
/* Step 3: Set up PATH variable */
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries==
==Step 4: Set up PATH variable==
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
===Windows 2000/XP===
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\</pre>
* OK your way out of all dialog boxes.
===Windows 9x/Me===
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
==Step 4: Unpack Files==
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
c42e47a7af8d297a1159a45db0572a6c30f1fd08
2742
2739
2007-01-20T08:27:16Z
AlexMax
9
/* Step 2: Setting up the Compiler */
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Set up PATH variable==
Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using.
===Windows 2000/XP===
* Right click on My Computer and click Properties...
* Click on the Advanced tab, and then the button that says Environment Variables
* Under the System Variables section, scroll through the variables and double-click the variable named Path
* Copy paste the following onto the end of the Variable Value.
<pre>;C:\MinGW\bin\</pre>
* OK your way out of all dialog boxes.
===Windows 9x/Me===
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
==Step 4: Unpack Files==
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
2494cc8eb1139f2bcd50dc816fa5b32eb1f5a15b
2739
2724
2007-01-20T08:13:25Z
AlexMax
9
Compiling using MinGW moved to Compiling using MSYS
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
==Step 4: Unpack Files==
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
44348f3016a0320aca93b987342bf21726a75022
2724
2723
2007-01-19T04:11:12Z
AlexMax
9
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Required Libraries==
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
*[http://www.libsdl.org/download-1.2.php SDL Development Libraries]
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries]
Copy the include and lib folders from the archives and paste them into your C:\MinGW directory.
==Step 4: Unpack Files==
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
44348f3016a0320aca93b987342bf21726a75022
2723
2720
2007-01-19T04:09:43Z
AlexMax
9
wikitext
text/x-wiki
{{Cleanup}}
This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place.
==Step 1: Getting MSYS==
You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced.
==Step 2: Setting up the Compiler==
You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages...
* mingw-runtime
* mingw32-make
* w32api
* binutils
* gcc
* g++
Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well.
==Step 3: Unpack Files==
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
==Step 4: Download SDL Packages==
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
2d8edeab30b170587b88542f73c0f40f33d8bee6
2720
2587
2007-01-19T03:57:42Z
AlexMax
9
wikitext
text/x-wiki
{{Cleanup}}
==MinGW and MSYS==
===Ensure you have the proper files===
Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
In addition, you will need the latest version of MSYS:
* [http://prdownloads.sourceforge.net/mingw/MSYS-1.0.10.exe?download MSYS-1.0.10.exe]
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
===Unpack Files===
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
===Download SDL Packages===
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
===Download MSYS===
- You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell.
<b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config.
===Create a Directory for Code===
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
===Compile with Makefile===
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
===Result===
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
8051debfca774f6e467945a8b4c9d8048aa416c7
2587
2578
2006-11-13T04:53:12Z
AlexMax
9
/* Cygwin */
wikitext
text/x-wiki
{{Cleanup}}
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using a MakeFile.
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Download MSYS=
- You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell.
<b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config.
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Compile with Makefile=
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
520052a46c18b64bf1f07f1367b85d68d43e74c5
2578
2577
2006-11-10T16:45:22Z
AlexMax
9
wikitext
text/x-wiki
{{Cleanup}}
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using a MakeFile.
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Download MSYS=
- You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell.
<b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config.
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Compile with Makefile=
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
Cygwin does not appear to have any sort of standard place where the development libraries can go
===Step 1: Installing Cygwin===
Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed.
===Step 2: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
===Step 3: Patch SDL_config_minimal.h===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client.
===Step 5: Modifying your makefile===
There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
===Step 5: Compiling the ODAMEX source code===
Finally, you can '''make''', and the client and server and master server should compile sucessfully.
===Step 6: Obtaining the runtime libraries===
Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here].
a877ac66177b8f275683e8d6260146e19bc6f0b8
2577
2572
2006-11-10T16:40:00Z
AlexMax
9
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using a MakeFile.
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Download MSYS=
- You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell.
<b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config.
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Compile with Makefile=
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
== Cygwin ==
[[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]]
Cygwin does not appear to have any sort of standard place where the development libraries can go
===Step 1: Installing Cygwin===
Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed.
===Step 2: Required Libraries ===
For ODAMEX to successfully compile, you must obtain some libraries for it, which are:
<b>SDL Development Libraries</b>
You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
<b>SDL_mixer Development Libraries</b>
You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely.
===Step 3: Patch SDL_config_minimal.h===
Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>:
* typedef signed int int32_t;
* typedef unsigned int uint32_t;
To read:
* typedef signed long int int32_t;
* typedef unsigned long int uint32_t;
===Step 4: Getting the source code for ODAMEX===
The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client.
===Step 5: Modifying your makefile===
There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively.
===Step 5: Compiling the ODAMEX source code===
Finally, you can '''make''', and the client and server and master server should compile sucessfully.
===Step 6: Obtaining the runtime libraries===
Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here].
8bc8761edd3494a96d1305dc5108ccc0f596ec39
2572
1307
2006-11-10T16:11:35Z
AlexMax
9
Compiling with on Windows with Makefile moved to Compiling using MinGW
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using a MakeFile.
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Download MSYS=
- You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell.
<b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config.
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Compile with Makefile=
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
2a1aba73185e5e351b5b866014d96b7236b55173
1307
1306
2006-03-28T22:07:48Z
Ralphis
3
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using a MakeFile.
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Download MSYS=
- You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell.
<b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config.
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Compile with Makefile=
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
2a1aba73185e5e351b5b866014d96b7236b55173
1306
2006-03-28T22:07:13Z
Ralphis
3
wikitext
text/x-wiki
<b>Overview:</b>
---------
This guide contains information on how to compile
Odamex using [http://www.codeblocks.org/ Code::Blocks]
=Download SVN Utility=
- Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>.
=Download MingW Files=
- Get the following <b>MinGW</b> files:
* [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz]
* [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz]
* [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz]
* [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe]
* [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe]
<BR>
<b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files.
=Unpack Files=
- Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR>
<BR>
<B>;drive:\mingwdir\bin</B><BR>
<BR>
drive:\ being the drive you installed mingw to (eg c:\)<BR>
mingwdir is self-explanatory (eg mingw\)<BR>
<BR>
<b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work.
<b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>.
=Download SDL Packages=
- Download the following SDL packages and untar/zip them to your MinGW dir.
* [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz]
* [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip]
=Download MSYS=
- You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell.
<b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config.
=Create a Directory for Code=
- Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window.
=Compile with Makefile=
- Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b>
<b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b>
=Result=
- If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder.
e5b5a368131a707d2865e7c3d6ac141bb51ca05c
Compiling using Microsoft Visual Studio
0
1480
2929
2585
2007-06-17T01:37:13Z
Nautilus
10
wikitext
text/x-wiki
Microsoft Visual Studio 6.0, specifically Microsoft Visual C++ 6.0, may be the most popular priced C++ compiler for Windows ever. Having been around for over eight years, it has quite a large following.
== Before you compile... ==
Before we can compile Odamex, we must set up our environment to find our libraries.
=== Visual C++ 6.0 ===
[[Image:visualc6_includes.png|thumb|Setting up Visual C++ 6.0]]
Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK.
== Compiling in a nutshell ==
Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish.
46ac82ae76e2ac775d29abca11d23449e02af485
2585
2582
2006-11-10T17:09:14Z
AlexMax
9
wikitext
text/x-wiki
Microsoft Visual Studio 6.0, specifily Microsoft Visual C++ 6.0, may be the most popular nonfree C++ compiler for Windows ever. Although it's more than 8 years old, it's still has quite a large following.
== Before you compile... ==
Before we can compile Odamex, we must set up our environment to find our libraries.
=== Visual C++ 6.0 ===
[[Image:visualc6_includes.png|thumb|Setting up Visual C++ 6.0]]
Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK.
== Compiling in a nutshell ==
Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish.
af803e12d2d4e249d7c8682ba820926d4d05b1f5
2582
2580
2006-11-10T17:01:55Z
AlexMax
9
Compiling using Microsoft Visual Studio 6.0 moved to Compiling using Microsoft Visual Studio
wikitext
text/x-wiki
Microsoft Visual Studio 6.0, specifily Microsoft Visual C++ 6.0, may be the most popular nonfree C++ compiler for Windows ever. Although it's more than 8 years old, it's still has quite a large following.
== Before you compile... ==
Before we can compile Odamex, we must set up our environment to find our libraries.
=== Visual C++ 6.0 ===
[[Image:visualc6_includes.png]]
Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK.
== Compiling in a nutshell ==
Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish.
d6679186344b0f1bc25185ca72f029b7b943f844
2580
2006-11-10T16:59:44Z
AlexMax
9
wikitext
text/x-wiki
Microsoft Visual Studio 6.0, specifily Microsoft Visual C++ 6.0, may be the most popular nonfree C++ compiler for Windows ever. Although it's more than 8 years old, it's still has quite a large following.
== Before you compile... ==
Before we can compile Odamex, we must set up our environment to find our libraries.
=== Visual C++ 6.0 ===
[[Image:visualc6_includes.png]]
Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK.
== Compiling in a nutshell ==
Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish.
d6679186344b0f1bc25185ca72f029b7b943f844
Compiling using Microsoft Visual Studio 6.0
0
1482
2583
2006-11-10T17:01:55Z
AlexMax
9
Compiling using Microsoft Visual Studio 6.0 moved to Compiling using Microsoft Visual Studio: No version number, we want to be able to cover VS.NET 2005 in the future.
wikitext
text/x-wiki
#redirect [[Compiling using Microsoft Visual Studio]]
bfe74a0ab23f86e96805504950636331b03aeab0
Compiling using Xcode
0
1514
2935
2893
2007-07-15T17:51:22Z
Voxel
2
/* Required frameworks */
wikitext
text/x-wiki
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
Side note:
If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else).
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied to /Library/Frameworks.
Alternatively, you can copy them to /Users/USER/Library/Frameworks, where USER is your username on your machine. In this case you will need to replace the frameworks in the Xcode project (Source->client->libraries). This is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
== Building the client, server and master ==
Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu.
== Building the Launcher on Mac OS X (SVN) ==
The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree.
== Building the Launcher on Mac OS X (v0.2) ==
This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work.
Anyway, I've managed to do this (and I think as a universal binary) by doing the following:
(wiki's are not my strong part.. sorry)
download wxWidgets.
unpack, and build wxWidgets as follows (using Terminal):
<pre>
cd /path/to/wxwidgets-source
mkdir osx-build
cd osx-build
../configure --disable-shared --enable-universal-binary
make
</pre>
And... go get lunch, this will take awhile.
Now, on to odalaunch:
Because of a runtime crash involving list coloring, you need to edit
src/dlg_main.cpp.
comment out line 276:
<pre>//SERVER_LIST->ColourListItem(i);</pre>
In the odamex/odalaunch directory, edit the makefile:
fix the following for OS X (and somewhat specific to your install):
<pre>WXBASE = /path/to/wxMac-2.8.0/osx-build
WXCONFIG = $(WXBASE)/wx-config
WXRC = $(WXBASE)/utils/wxrc/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386
</pre>
adding the above -arch flags enables the thing to build a universal binary (hopefully)
run: "make"
When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary.
83794f2786cffd9339d4324d4b38c5c7d60d2bea
2893
2892
2007-04-09T04:23:59Z
NovaFlame
38
wikitext
text/x-wiki
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
Side note:
If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else).
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
== Building the client, server and master ==
Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu.
== Building the Launcher on Mac OS X (SVN) ==
The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree.
== Building the Launcher on Mac OS X (v0.2) ==
This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work.
Anyway, I've managed to do this (and I think as a universal binary) by doing the following:
(wiki's are not my strong part.. sorry)
download wxWidgets.
unpack, and build wxWidgets as follows (using Terminal):
<pre>
cd /path/to/wxwidgets-source
mkdir osx-build
cd osx-build
../configure --disable-shared --enable-universal-binary
make
</pre>
And... go get lunch, this will take awhile.
Now, on to odalaunch:
Because of a runtime crash involving list coloring, you need to edit
src/dlg_main.cpp.
comment out line 276:
<pre>//SERVER_LIST->ColourListItem(i);</pre>
In the odamex/odalaunch directory, edit the makefile:
fix the following for OS X (and somewhat specific to your install):
<pre>WXBASE = /path/to/wxMac-2.8.0/osx-build
WXCONFIG = $(WXBASE)/wx-config
WXRC = $(WXBASE)/utils/wxrc/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386
</pre>
adding the above -arch flags enables the thing to build a universal binary (hopefully)
run: "make"
When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary.
309ff068d720ca3a871b7f27b65196addfcb8256
2892
2891
2007-04-09T04:13:18Z
Voxel
2
wikitext
text/x-wiki
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
Side note:
If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else).
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
== Building the client, server and master ==
Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu.
== Building the Launcher on Mac OS X (SVN) ==
The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree.
== Building the Launcher on Mac OS X (v0.2) ==
This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work.
Anyway, I've managed to do this (and I think as a universal binary) by doing the following:
(wiki's are not my strong part.. sorry)
download wxWidgets.
unpack, and build wxWidgets as follows:
<pre>
cd /path/to/wxwidgets-source
mkdir osx-build
cd osx-build
../configure --disable-shared --enable-universal-binary
make
</pre>
And... go get lunch
Now, on to odalaunch:
Because of a runtime crash involving list coloring, you need to edit
src/dlg_main.cpp.
comment out line 276:
<pre>//SERVER_LIST->ColourListItem(i);</pre>
In the odamex/odalaunch directory, edit the makefile:
fix the following for OS X (and somewhat specific to your install):
<pre>WXBASE = /path/to/wxMac-2.8.0/osx-build
WXCONFIG = $(WXBASE)/wx-config
WXRC = $(WXBASE)/utils/wxrc/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386
</pre>
adding the above -arch flags enables the thing to build a universal binary (hopefully)
run: "make"
When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary.
0020c46a208a53bd666b4a07fb1380d5c3005eac
2891
2875
2007-04-09T04:12:54Z
Voxel
2
wikitext
text/x-wiki
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
Side note:
If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else).
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
== Building client, server and master ==
Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu.
== Compiling the Launcher on Mac OS X (SVN) ==
The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree.
== Compiling the Launcher on Mac OS X (v0.2) ==
This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work.
Anyway, I've managed to do this (and I think as a universal binary) by doing the following:
(wiki's are not my strong part.. sorry)
download wxWidgets.
unpack, and build wxWidgets as follows:
<pre>
cd /path/to/wxwidgets-source
mkdir osx-build
cd osx-build
../configure --disable-shared --enable-universal-binary
make
</pre>
And... go get lunch
Now, on to odalaunch:
Because of a runtime crash involving list coloring, you need to edit
src/dlg_main.cpp.
comment out line 276:
<pre>//SERVER_LIST->ColourListItem(i);</pre>
In the odamex/odalaunch directory, edit the makefile:
fix the following for OS X (and somewhat specific to your install):
<pre>WXBASE = /path/to/wxMac-2.8.0/osx-build
WXCONFIG = $(WXBASE)/wx-config
WXRC = $(WXBASE)/utils/wxrc/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386
</pre>
adding the above -arch flags enables the thing to build a universal binary (hopefully)
run: "make"
When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary.
6478ee6f87241d32330a2b6b485e2f709116250b
2875
2864
2007-03-22T18:01:25Z
NovaFlame
38
wikitext
text/x-wiki
{{stub}}
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
Side note:
If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else).
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
== Compiling the Launcher on Mac OS X ==
This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work.
Anyway, I've managed to do this (and I think as a universal binary) by doing the following:
(wiki's are not my strong part.. sorry)
download wxWidgets.
unpack, and build wxWidgets as follows:
<pre>
cd /path/to/wxwidgets-source
mkdir osx-build
cd osx-build
../configure --disable-shared --enable-universal-binary
make
</pre>
And... go get lunch
Now, on to odalaunch:
Because of a runtime crash involving list coloring, you need to edit
src/dlg_main.cpp.
comment out line 276:
<pre>//SERVER_LIST->ColourListItem(i);</pre>
In the odamex/odalaunch directory, edit the makefile:
fix the following for OS X (and somewhat specific to your install):
<pre>WXBASE = /path/to/wxMac-2.8.0/osx-build
WXCONFIG = $(WXBASE)/wx-config
WXRC = $(WXBASE)/utils/wxrc/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386
</pre>
adding the above -arch flags enables the thing to build a universal binary (hopefully)
run: "make"
When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary.
6906a939f5b80e889d735ab23058bc17081417c0
2864
2863
2007-02-24T20:20:29Z
Lyfe
36
/* Opening the project */
wikitext
text/x-wiki
{{stub}}
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
Side note:
If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else).
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
== Compiling the Launcher on Mac OS X ==
This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work.
Anyway, I've managed to do this (and I think as a universal binary) by doing the following:
(wiki's are not my strong part.. sorry)
download wxWidgets.
unpack, and build wxWidgets as follows:
<pre>
cd /path/to/wxwidgets-source
mkdir osx-build
cd osx-build
../configure --disabled-shared --enable-universal-binary
make
</pre>
And... go get lunch
Now, on to odalaunch:
Because of a runtime crash involving list coloring, you need to edit
src/dlg_main.cpp.
comment out line 276:
<pre>//SERVER_LIST->ColourListItem(i);</pre>
In the odamex/odalaunch directory, edit the makefile:
fix the following for OS X (and somewhat specific to your install):
<pre>WXBASE = /path/to/wxMac-2.8.0/osx-build
WXCONFIG = $(WXBASE)/wx-config
WXRC = $(WXBASE)/utils/wxrc/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386
</pre>
adding the above -arch flags enables the thing to build a universal binary (hopefully)
run: "make"
When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary.
64aa79c553a9a1cb2fc11cfa706b817896249aa6
2863
2862
2007-02-24T18:50:35Z
Lyfe
36
wikitext
text/x-wiki
{{stub}}
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
== Compiling the Launcher on Mac OS X ==
This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work.
Anyway, I've managed to do this (and I think as a universal binary) by doing the following:
(wiki's are not my strong part.. sorry)
download wxWidgets.
unpack, and build wxWidgets as follows:
<pre>
cd /path/to/wxwidgets-source
mkdir osx-build
cd osx-build
../configure --disabled-shared --enable-universal-binary
make
</pre>
And... go get lunch
Now, on to odalaunch:
Because of a runtime crash involving list coloring, you need to edit
src/dlg_main.cpp.
comment out line 276:
<pre>//SERVER_LIST->ColourListItem(i);</pre>
In the odamex/odalaunch directory, edit the makefile:
fix the following for OS X (and somewhat specific to your install):
<pre>WXBASE = /path/to/wxMac-2.8.0/osx-build
WXCONFIG = $(WXBASE)/wx-config
WXRC = $(WXBASE)/utils/wxrc/wxrc
CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386
</pre>
adding the above -arch flags enables the thing to build a universal binary (hopefully)
run: "make"
When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary.
4abef7509daeeff4e8e2c5801abe73cb5de2b053
2862
2861
2007-02-24T17:24:41Z
Lyfe
36
/* Opening the project */
wikitext
text/x-wiki
{{stub}}
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below).
Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that.
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
2ab469232782171d45061d2c00835c918a201491
2861
2793
2007-02-24T17:09:14Z
Lyfe
36
/* Required frameworks */
wikitext
text/x-wiki
{{stub}}
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it.
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally.
fa918a3e6c7b497c8340d6863d2a9c5da7d357f1
2793
2792
2007-01-24T18:46:00Z
Manc
1
Stubbified
wikitext
text/x-wiki
{{stub}}
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it.
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
17d0226eb730a440ae7cb6230b1154de60257e81
2792
2791
2007-01-24T18:42:15Z
Manc
1
More minor formatting
wikitext
text/x-wiki
== Opening the project ==
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it.
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
cd25608dda9b4680da6baf6aa0d5d5d17b47ff86
2791
2770
2007-01-24T18:40:42Z
Manc
1
Minor formatting
wikitext
text/x-wiki
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
== Opening the project ==
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it.
== Required frameworks ==
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
603c18b970b149e544891d191f0530f2dd7b611d
2770
2769
2007-01-22T18:30:33Z
Voxel
2
wikitext
text/x-wiki
[[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]]
= Opening the project =
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it.
= Required frameworks =
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
42d53e0860af871d6dcdb9c920a5fecace1ee574
2769
2768
2007-01-22T18:27:50Z
Voxel
2
wikitext
text/x-wiki
[[Image:Xcode.jpg|none||Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it.
You will need to make sure the following frameworks are installed:
<pre>
Cocoa.framework (comes with OSX)
Carbon.framework (comes with OSX)
SDL.framework
SDL_mixer.framework
</pre>
7ea68e5298a11ecbb0e36965632275e2b5294458
2768
2007-01-22T18:24:59Z
Voxel
2
wikitext
text/x-wiki
[[Image:Xcode.jpg|none|500x200px|Screenshot of the odamex Xcode project]]
You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it.
04c37b4ee37e819288775550ae4141237d47f5e0
Con scaletext
0
1533
2832
2007-02-01T00:14:33Z
AlexMax
9
wikitext
text/x-wiki
===con_scaletext===
0: Disable message scaling.<br>
1: Enable message scaling.<br>
This variable controls the size of the messages that appear at the top of the screen (such as "Picked up a Stimpack"). When enabled, the text is scaled up to match your resolution. When disabled, it displays pixel-for-pixel, which may be unreadable in some higher resolutions. Please note that this variable does NOT effect how big the console font is.
[[Category:Client_variables]]
e3833d889e8f8955c7c2c979be1eb02b6f382b38
Connect
0
1424
2158
2006-04-16T04:39:33Z
Ralphis
3
wikitext
text/x-wiki
===connect===
This command is used for connecting to any server.
''Ex. If you wanted to connect to a server using the ip 127.1.1.1:15000 you would type the console command '''connect 127.1.1.1:15000'''.''
[[Category:Client_commands]]
71448d79f6ecc594972577670618b8162cad7884
Console
0
1602
3190
3189
2008-06-02T19:02:09Z
Voxel
2
wikitext
text/x-wiki
Odamex supports a quake-style console system. You can access it by using the tilde (~) or grave (¬) key, depending on your keyboard layout.
If this does not work, use the 'Escape' key to open the menu, then by using the arrow keys and Enter: select "Options", then "Customize controls", then "Console". Hit a key you wish to use to access the console.
8b65c37985e4d86680f7f0c125b8e33a43abf60d
3189
3188
2008-06-02T19:01:53Z
Voxel
2
wikitext
text/x-wiki
Odamex supports a quake-style console system. You can access it by using the tilde (~) or grave key (¬), depending on your keyboard layout.
If this does not work, use the 'Escape' key to open the menu, then by using the arrow keys and Enter: select "Options", then "Customize controls", then "Console". Hit a key you wish to use to access the console.
ea771dd51f34254ea601a21c1ce4c29f75e277af
3188
2008-06-02T18:59:01Z
Voxel
2
wikitext
text/x-wiki
Odamex supports a quake-style console system. You can access it by using the tilde or grave key (~ or �), depending on your keyboard layout.
If this does not work, use the 'Escape' key to open the menu, then by using the arrow keys and Enter: select "Options", then "Customize controls", then "Console". Hit a key you wish to use to access the console.
921d8c6a84fde122821dc1a45e13280350fdc07f
Contacts
0
1454
2265
2264
2006-08-31T19:34:52Z
Voxel
2
wikitext
text/x-wiki
#REDIRECT [[MAINTAINERS]]
bad26069aadfe3bed969d62f4f3e3e7cf5dfe45a
2264
2006-08-31T19:34:21Z
Voxel
2
wikitext
text/x-wiki
#REDIRECT MAINTAINERS
cdeae43f0c47be8fbf5b645ca863e8279389e2ee
CorrieBailes605
0
1804
3703
2012-07-11T20:44:11Z
188.167.53.80
0
Created page with "As patients, we all including to feel our doctors are on perfect of their game -- they understand every thing there is to fully grasp around our specific health concern. We i..."
wikitext
text/x-wiki
As patients, we all including to feel our doctors are on perfect of their game -- they understand every thing there is to fully grasp around our specific health concern. We including to think this simply because we are putting our wellness and our lives in their hands. [http://www.nordellaw.com/about/lawyers/kashmir-gandham/ Gandham Satnam Singh]
However, what we really ought to be thinking is how can doctors remain existing on all of the new developments, experience and suggested remedies offered? After all, you will discover so lots of new medical findings/reports given everyday3 it is actually impossible for anyone doctor to stay current in all places of medicine. It is even a challenge for a physician to stay current in 1 specialized region of medicine.
Yes, doctors are vital to take continuing education classes, still the number of hours crucial per year is minimal compared to all of the new medical data offered each and every day. To stay existing, doctors need to develop a concerted effort to discover what is new in their particular practicing location. Doctors who are professional lecturers even employ full-time workers to review all of the on the market new medical data. That is how they stay existing and will be considered authorities.
The point of sharing these thoughts with you is, regardless of how great your doctors are there might possibly come a day as soon as they can't solution your certain questions. They may possibly not comprehend around a specific new treatment, could not understand around a alter in the existing normal of care. You, the patient, could possibly uncover yourself educating your doctors around some thing you have read. Think this isn't most likely to take place, then feel once more! This occurs even more always than we just like to admit. Here is an example of a genuine-life circumstance a friend lately shared with me . . .
Sarah (not her genuine name) recently told me she were feeling particularly tired and was gaining weight. Her physician was running a number of blood tests and was checking her thyroid function. She would comprehend about her test results in a number of days. A couple of days later she told me her blood tests came back good, in the normal lab ranges. I asked her what her TSH value was and she said it was Her doctor idea they may well repeat tests in around three months. [http://www.profilecanada.com/companydetail.cfm?company=675961_Gandham_S_S_MD_Richmond_BC Gandham Satnam Singh]
I was shocked to hear her doctor concept a TSH of 8 was regular. I thought she was almost certainly getting hypothyroid. I explained to her that the American Association of Clinical Endocrinologists (AACE) established new tips in 2003 for the TSH assortment and also the new regular wide variety for TSH is at present three to 0 Using this narrower variety, Sarah would be regarded as hypothyroid (not sufficient thyroid hormone) and could be given thyroid supplements.
Sarah's situation is just one example of a doctor not realizing the most recent data. In case you locate yourself in a same scenario, here are some beneficial assistance as soon as educating your doctor: [http://www.bbb.org/mbc/business-reviews/optometrists/dr-ls-gandham-optometric-corporation-in-burnaby-bc-1247352 Dr Gandham Satnam Singh]
c51845c015a5ba77d565dd36115954edbed959e3
Crash
0
1307
2674
2664
2007-01-12T01:03:39Z
Manc
1
wikitext
text/x-wiki
{{stub}}
Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we aim to catch every crash and find a fix for it. This is why you should always test odamex within a [[debugger]] (though it is not necessarily recommended to always play this way).
75449b6db44acfbc96c949fe84f784640fbb4b4b
2664
1905
2007-01-09T21:16:04Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]] (though it is not necessarily recommended to always play this way).
052b0f02e02930251d9a3294ff7b48a8fecb1dd7
1905
1380
2006-04-07T20:41:42Z
Manc
1
wikitext
text/x-wiki
Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]] (though it is not necessarily recommended to always play this way).
d2c36271fc17bb71b1e198a1bd9b6df91d2a339c
1380
1379
2006-03-30T17:47:47Z
Voxel
2
wikitext
text/x-wiki
Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we should aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]].
038698a14d03c2d341240fb61258d7733fcc9155
1379
2006-03-30T17:47:27Z
Voxel
2
wikitext
text/x-wiki
Some crashes happen due to [[vulnerabilities]], others due to [[incompatibilities]]. Either way, we should aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]].
e2f2f5155aec072e78a173ddced282035d63bff7
Credits
0
1318
3829
3032
2015-02-09T20:55:45Z
Manc
1
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex.
For a list of current maintainers, see [[MAINTAINERS]]
NOTE: Because of the large amount of spam mail, you will need to put an
at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones.
{|class="table table-inverse table-striped"
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| alexmayfield carolina(dot)rr(dot)com
| Helped on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| anarkavre zoominternet(dot)net
| Original lead developer, helped get odamex off the ground
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| deathz0r odamex(dot)net
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| denis voxelsoft(dot)com
| Former lead coder
|-
| destx
| destx slipgate(dot)org
| Provided original launcher icons and teaser web graphics
|-
| Dr. Sean
| sean odamex(dot)net
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| [[User:GhostlyDeath|GhostlyDeath]]
| ghostlydeath gmail(dot)com
| Built and designed the spectator code
|-
| Hyper_Eye
| N/A
| Built the thread code for the Odamex Launcher, assists with coding.
|-
| joe
| joejkennedy gmail(dot)com
| Helping with coding
|-
| [[User:Manc|Manc]]
| mike odamex(dot)net
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| ralphis odamex(dot)net
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| smordak yahoo(dot)com
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| russell odamex(dot)net
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| somtwo gmail(dot)com
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
6d60be788d6eb0954b8a30a500a7390c205297c2
3032
3030
2008-04-30T02:40:51Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex.
For a list of current maintainers, see [[MAINTAINERS]]
NOTE: Because of the large amount of spam mail, you will need to put an
at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones.
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| alexmayfield carolina(dot)rr(dot)com
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| anarkavre zoominternet(dot)net
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| deathz0r odamex(dot)net
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| denis voxelsoft(dot)com
| Lead coder
|-
| destx
| destx slipgate(dot)org
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| [[User:GhostlyDeath|GhostlyDeath]]
| ghostlydeath gmail(dot)com
| Built and designed the spectator code, patch submitter
|-
| Hyper_Eye
| N/A
| Built the thread code for the Odamex Launcher.
|-
| joe
| joejkennedy gmail(dot)com
| Helping with coding
|-
| [[User:Manc|Manc]]
| mike odamex(dot)net
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| ralphis odamex(dot)net
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| smordak yahoo(dot)com
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| russell odamex(dot)net
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| somtwo gmail(dot)com
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
c01d732a40335ed4ce1708d309ceb59383492040
3030
3014
2008-04-30T02:36:23Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex.
For a list of current maintainers, see [[MAINTAINERS]]
NOTE: Because of the large amount of spam mail, you will need to put an
at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones.
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| alexmayfield carolina(dot)rr(dot)com
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| anarkavre zoominternet(dot)net
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| deathz0r odamex(dot)net
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| denis voxelsoft(dot)com
| Lead coder
|-
| destx
| destx slipgate(dot)org
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| GhostlyDeath
| ghostlydeath gmail(dot)com
| Built and designed the spectator code, patch submitter
|-
| Hyper_Eye
| N/A
| Built the thread code for the Odamex Launcher.
|-
| joe
| joejkennedy gmail(dot)com
| Helping with coding
|-
| [[User:Manc|Manc]]
| mike odamex(dot)net
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| ralphis odamex(dot)net
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| smordak yahoo(dot)com
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| russell odamex(dot)net
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| somtwo gmail(dot)com
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
cccc218c2d4403bee5b23ca002b8ed0f6fd3ed99
3014
3013
2008-04-14T00:07:04Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
NOTE: Because of the large amount of spam mail, you will need to put an
at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones.
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| alexmayfield carolina(dot)rr(dot)com
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| anarkavre zoominternet(dot)net
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| deathz0r odamex(dot)net
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| denis voxelsoft(dot)com
| Lead coder
|-
| destx
| destx slipgate(dot)org
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| GhostlyDeath
| ghostlydeath gmail(dot)com
| Built and designed the spectator code.
|-
| joe
| joejkennedy gmail(dot)com
| Helping with coding
|-
| [[User:Manc|Manc]]
| mike odamex(dot)net
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| ralphis odamex(dot)net
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| smordak yahoo(dot)com
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| russell odamex(dot)net
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| somtwo gmail(dot)com
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
51f070043cad5c3dfdad152341ba81d49416b5f3
3013
2934
2008-04-13T23:58:52Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
NOTE: Because of the large amount of spam mail, you will need to put an
at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones.
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| alexmayfield carolina(dot)rr(dot)com
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| anarkavre zoominternet(dot)net
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| deathz0r odamex(dot)net
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| denis voxelsoft(dot)com
| Lead coder
|-
| destx
| destx slipgate(dot)org
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| joe
| joejkennedy gmail(dot)com
| Helping with coding
|-
| [[User:Manc|Manc]]
| mike odamex(dot)net
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| ralphis odamex(dot)net
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| smordak yahoo(dot)com
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| russell odamex(dot)net
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| somtwo gmail(dot)com
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|-
| GhostlyDeath
| ghostlydeath gmail(dot)com
| Built and designed the spectator code.
|}
544e12c291c7b0a9b1297ff2a92972e27b6af06e
2934
2933
2007-07-05T22:19:32Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
NOTE: Because of the large amount of spam mail, you will need to put an
at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones.
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| alexmayfield carolina(dot)rr(dot)com
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| anarkavre zoominternet(dot)net
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| deathz0r odamex(dot)net
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| denis voxelsoft(dot)com
| Lead coder
|-
| destx
| destx slipgate(dot)org
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| joe
| joejkennedy gmail(dot)com
| Helping with coding
|-
| [[User:Manc|Manc]]
| mike odamex(dot)net
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| ralphis odamex(dot)net
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| smordak yahoo(dot)com
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| russell odamex(dot)net
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| somtwo gmail(dot)com
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
bc32ff00fbc5d32dd132fc11c5c1f916e8658aa8
2933
2925
2007-07-05T22:18:46Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
NOTE: Because of the large amount of spam mail, you will need to put an
at (@) sign between the addresses and replace the (dot)'s with real ones.
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| alexmayfield carolina(dot)rr(dot)com
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| anarkavre zoominternet(dot)net
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| deathz0r odamex(dot)net
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| denis voxelsoft(dot)com
| Lead coder
|-
| destx
| destx slipgate(dot)org
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| joe
| joejkennedy gmail(dot)com
| Helping with coding
|-
| [[User:Manc|Manc]]
| mike odamex(dot)net
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| ralphis odamex(dot)net
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| smordak yahoo(dot)com
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| russell odamex(dot)net
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| somtwo gmail(dot)com
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
c3f1669782b19792fbaf01830f626ec9d6372e6c
2925
2909
2007-06-02T23:07:34Z
Russell
4
I figured this would make sense
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| [mailto:deathz0r@odamex.net deathz0r@odamex.net]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| [[User:Manc|Manc]]
| [mailto:mike@odamex.net mike@odamex.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| [mailto:ralphis@odamex.net ralphis@odamex.net]
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| [mailto:smordak@yahoo.com smordak@yahoo.com]
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| [mailto:russell@odamex.net russell@odamex.net]
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
9df8d732e168a4d8157fea671617815cdbef1b0c
2909
2783
2007-04-15T09:04:56Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| [[User:Manc|Manc]]
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| [mailto:ralphis@odamex.net ralphis@odamex.net]
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| [mailto:smordak@yahoo.com smordak@yahoo.com]
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
1ff9f7cdcff260c129bdb78355ca9527a1081822
2783
2695
2007-01-23T20:52:24Z
AlexMax
9
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and testing
|-
| [[User:Anarkavre|anarkavre]]
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| [[User:Manc|Manc]]
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| [mailto:ralphis@odamex.net ralphis@odamex.net]
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| [[mailto:smordak@yahoo.com smordak@yahoo.com]]
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
44640ef51fa361eb699a9b5f4091d82ddaf08f24
2695
2669
2007-01-17T23:03:06Z
Ralphis
3
Added Fly and Randy Heit
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| [[User:Anarkavre|anarkavre]]
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| Fly
| N/A
| Original programmer of Odamex's predecessor, CSDoom.
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| [[User:Manc|Manc]]
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| [mailto:ralphis@odamex.net ralphis@odamex.net]
| Helps with testing, maintains the wiki, and is a project manager
|-
| Randy Heit
| [[mailto:smordak@yahoo.com smordak@yahoo.com]]
| Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22
|-
| [[User:Russell|Russell]]
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
3c4fa9734eb2613068bfc123a4c62b615a17bfbb
2669
2665
2007-01-11T17:44:41Z
Manc
1
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1 cellpadding=5
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| [[User:Anarkavre|anarkavre]]
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| [[User:Manc|Manc]]
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| [mailto:ralphis@odamex.net ralphis@odamex.net]
| Helps with testing and is a project manager
|-
| [[User:Russell|Russell]]
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
cae89dc22f243faf6e7fcd510c7a4f80cff9676c
2665
2552
2007-01-09T21:52:49Z
Ralphis
3
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| [[User:Anarkavre|anarkavre]]
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| [[User:Manc|Manc]]
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| [mailto:ralphis@odamex.net ralphis@odamex.net]
| Helps with testing and is a project manager
|-
| [[User:Russell|Russell]]
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
09ccab7573fd08da8bb3820b081c1ffeac6b5197
2552
2490
2006-11-10T00:39:50Z
AlexMax
9
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| [[User:AlexMax|AlexMax]]
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| [[User:Anarkavre|anarkavre]]
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| [[User:deathz0r|deathz0r]]
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| [[User:Voxel|denis]]
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| [[User:Manc|Manc]]
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| [[User:Ralphis|Ralphis]]
| [mailto:ralphis@unidoom.org ralphis@unidoom.org]
| Helps with testing and is a project manager
|-
| [[User:Russell|Russell]]
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| [[User:SoM|SoM]]
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
d930784b62de47b47733961e92429613ac38db12
2490
2489
2006-11-02T04:54:49Z
Manc
1
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| AlexMax
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| anarkavre
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| deathz0r
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| denis
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and teaser web graphics
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| Manc
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website designer/admin and one of the project managers
|-
| Ralphis
| [mailto:ralphis@unidoom.org ralphis@unidoom.org]
| Helps with testing and is a project manager
|-
| Russell
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| SoM
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
57fc57bdf5c48b070b576e6ebd5770160be670cc
2489
2487
2006-10-31T21:12:36Z
Anarkavre
11
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| AlexMax
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| anarkavre
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| deathz0r
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| denis
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and website graphics
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| Manc
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website admin and one of the project managers
|-
| Ralphis
| [mailto:ralphis@unidoom.org ralphis@unidoom.org]
| Helps with testing and is a project manager
|-
| Russell
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| SoM
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
99412d4adf6a65789a4ccb3b1797ef25c0063484
2487
2486
2006-10-31T02:57:36Z
SoM
12
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| AlexMax
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| Anarkavre
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| deathz0r
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| denis
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and website graphics
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| Manc
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website admin and one of the project managers
|-
| Ralphis
| [mailto:ralphis@unidoom.org ralphis@unidoom.org]
| Helps with testing and is a project manager
|-
| Russell
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| SoM
| [mailto:somtwo@gmail.com somtwo@gmail.com]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
8306e592203af4dde00d89c1e525c302a718f996
2486
2485
2006-10-31T02:56:20Z
Anarkavre
11
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| AlexMax
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| Anarkavre
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| deathz0r
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| denis
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and website graphics
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| Manc
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website admin and one of the project managers
|-
| Ralphis
| [mailto:ralphis@unidoom.org ralphis@unidoom.org]
| Helps with testing and is a project manager
|-
| Russell
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller@ameritech.net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
8cdff3fc930227d4bbb9ce7f9fdad0a3e45beb48
2485
2484
2006-10-31T02:53:49Z
Anarkavre
11
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| AlexMax
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| Anarkavre
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| deathz0r
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| denis
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and website graphics
|-
| Manc
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website admin and one of the project managers
|-
| Ralphis
| [mailto:ralphis@unidoom.org ralphis@unidoom.org]
| Helps with testing and is a project manager
|-
| Russell
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller@ameritech.net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
46d925f84349e18f0280e879533c906eb008a77b
2484
2481
2006-10-31T02:50:17Z
Anarkavre
11
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| AlexMax
| [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com]
| Helping on documentation and mapping
|-
| Anarkavre
| [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net]
| Original lead developer, helped get odamex off the ground and helps with coding
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| deathz0r
| [mailto:deathz0r@unidoom.org deathz0r@unidoom.org]
| Maintaining documentation and NSIS installer and also doing testing and code cleanups
|-
| denis
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| joe
| [mailto:joejkennedy@gmail.com joejkennedy@gmail.com]
| Helping with coding
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and website graphics
|-
| Manc
| [mailto:mike@mancubus.net mike@mancubus.net]
| Provides hosting and is also the website admin and one of the project managers
|-
| Ralphis
| [mailto:ralphis@unidoom.org ralphis@unidoom.org]
| Helps with testing and a project manager
|-
| Russell
| [mailto:russell@mancubus.net russell@mancubus.net]
| Maintains launcher code and does other coding tasks
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller@ameritech.net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
84f585cde2e9c8eeb6d8465747acf36e553f2651
2481
2480
2006-10-31T01:56:11Z
Voxel
2
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| Anarkavre
| [mailto:anarkavre@mancubus.net anarkavre@mancubus.net]
| Original lead developer, helped get odamex off the ground
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| destx
| [mailto:destx@slipgate.org destx@slipgate.org]
| Provided original launcher icons and website graphics
|-
| denis
| [mailto:denis@voxelsoft.com denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller@ameritech.net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
f667927f252847a578e6d377304ef6ac4cb0870c
2480
2479
2006-10-31T01:55:28Z
Voxel
2
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| Anarkavre
| [mailto:anarkavre@mancubus.net]
| Original lead developer, helped get odamex off the ground
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| destx
| [mailto:destx@slipgate.org]
| Provided original launcher icons and website graphics
|-
| denis
| [mailto:denis@voxelsoft.com]
| Lead coder for revisions 1 to 2000
|-
| SoM
| [mailto:rzeller@ameritech.net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
123517d6b587f27b70acd44fb0e3fd09f2c0ed1b
2479
2478
2006-10-31T01:53:38Z
Voxel
2
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| Anarkavre
| [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net]
| Original lead developer, helped get odamex off the ground
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| destx
| [mailto:destx@slipgate.org destx at slipgate dot org]
| Provided original launcher icons and website graphics
|-
| denis
| [mailto:denis@voxelsoft.com denis at voxelsoft dot com]
| Lead coder for revisions 1 to 2000
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller at ameritech dot net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
c9e9f0a00bf1d2e7169ca3bfc560f464c19f8d0c
2478
2465
2006-10-31T01:53:09Z
Voxel
2
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| Anarkavre
| [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net]
| Original lead developer, helped get odamex off the ground
|-
| Dashiva
| N/A
| Provided a useful expert opinion on doom2.exe physics and contributed during early development
|-
| destx
| [mailto:destx@slipgate.org destx at slipgate dot org]
| Provided original launcher icons and website graphics
|-
| denis
| [mailto:denis@voxelsoft.com destx at slipgate dot org]
| Lead coder for revisions 1 to 2000
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller at ameritech dot net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
0771e442c6ea8c0d0d3309e08c0bee9a87d391e8
2465
2344
2006-10-30T22:32:27Z
Deathz0r
6
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| Anarkavre
| [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net]
| Original lead developer, helped get odamex off the ground
|-
| Dashiva
| N/A
| Provided an useful expert opinion on doom2.exe physics and contributed during early development
|-
| destx
| [mailto:destx@slipgate.org destx at slipgate dot org]
| Provided original launcher icons and website graphics
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller at ameritech dot net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'(
|}
c29186e529fc4697b55927cadfe3dafdbf6f86fb
2344
2343
2006-09-25T08:43:01Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| Anarkavre
| [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net]
| Original lead developer, helped get odamex off the ground
|-
| destx
| [mailto:destx@slipgate.org destx at slipgate dot org]
| Provided original launcher icons and website graphics
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller at ameritech dot net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| [http://www.doom2.net/toke/ Toke memorial site]
| Designed the CTF Code for Odamex, we'll miss you man, RIP :'(
|}
52f3151bbc0c15586279ddf9ff93298f13f6e184
2343
2342
2006-09-25T08:41:54Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! E-Mail/Contact info !! Contribution
|-
| Anarkavre
| [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net]
| Original lead developer, helped get odamex off the ground
|-
| destx
| [mailto:destx@slipgate.org destx at slipgate dot org]
| Provided original launcher icons and website graphics
|-
| SoM
| [mailto:rzeller@ameritech.net rzeller at ameritech dot net]
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
|
| Designed the CTF Code for Odamex, we'll miss you man, RIP :'(
|}
6cbd0e78a478c71827b884eeb2fe99421d7e82ec
2342
2288
2006-09-25T08:38:12Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
{|border=1
! Name !! Contribution
|-
| Anarkavre
| Original lead developer, helped get odamex off the ground
|-
| destx
| Provided original launcher icons and website graphics
|-
| SoM
| Replaced old interface code with SDL, making it more cross-platform
|-
| Toke
| Designed the CTF Code for Odamex, we'll miss you man, RIP :'(
|}
56f06e97b515516fdd485da715c64a4ecf58533d
2288
2287
2006-09-19T08:53:26Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
<pre>
* Anarkavre - Original lead developer, helped get odamex off the ground
* SoM - Replaced old interface (i_*) code with SDL, making it more cross-platform
* Toke - Designed the CTF Code for Odamex, we'll miss you man, RIP :'(
</pre>
77e0fff606d372cf599189f1581c6b8359827947
2287
1440
2006-09-19T08:45:45Z
Russell
4
wikitext
text/x-wiki
These are the people who have contributed (patches, additions or other) to odamex:
<pre>
* Anarkavre (Original lead developer, helped get odamex off the ground)
* SoM (Replaced old interface (i_*) code with SDL, making it more cross-platform)
</pre>
f66ac8aa29b89c7f52f51e3ebbb7d9bde5a3f799
1440
2006-03-30T19:03:23Z
Voxel
2
wikitext
text/x-wiki
People who have contributed time and effort to odamex:
* blah
* blah
* blah
6098e8054549dd67c496eca3df2604bfd18cf3bc
Cross compiling for Windows using MinGW
0
1583
3116
3115
2008-05-07T04:44:39Z
Exp(x)
23
colon and capitalization consistency
wikitext
text/x-wiki
This document is written for Debian and Ubuntu users. The process should be similar for other distributions, but installing the prerequisites will most likely be different.
===Step 1: Installing and configuring the prerequisites===
In order to build Windows binaries, you'll need MinGW, SDL, and SDL_mixer. This tutorial also assumes you're building the latest revision, so you'll need Subversion.
Subversion and MinGW are in the repositories, so to install them, type:
<pre>sudo apt-get install mingw32 subversion</pre>
Odamex expects the g++ compiler to be named mingw32-g++, create a link:
<pre>sudo ln -s /usr/bin/i586-mingw32msvc-g++ /usr/bin/mingw32-g++</pre>
Download SDL and SDL_mixer:
<pre>wget http://www.libsdl.org/release/SDL-devel-1.2.13-mingw32.tar.gz
wget http://www.libsdl.org/release/SDL-1.2.13-win32.zip
wget http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.8-VC8.zip</pre>
Extract the archives:
<pre>tar zxvf SDL-devel-1.2.13-mingw32.tar.gz
unzip SDL-1.2.13-win32.zip SDL.dll -d SDL-1.2.13/lib/
unzip SDL_mixer-devel-1.2.8-VC8.zip</pre>
The sdl-config utility needs to be modified to contain the correct prefix:
<pre>mv SDL-1.2.13/bin/sdl-config SDL-1.2.13/bin/sdl-config.bak
cat SDL-1.2.13/bin/sdl-config.bak | \
sed 's/\/Users\/hercules\/tmp\/SDL-1.2.13/\/usr\/i586-mingw32msvc/' \
> SDL-1.2.13/bin/sdl-config
chmod +x SDL-1.2.13/bin/sdl-config</pre>
Move the files where they belong:
<pre>sudo mv SDL-1.2.13/bin/sdl-config /usr/i586-mingw32msvc/bin/
sudo mv SDL-1.2.13/include/SDL/* /usr/i586-mingw32msvc/include/
sudo mv SDL-1.2.13/lib/* /usr/i586-mingw32msvc/lib/
sudo mv SDL_mixer-1.2.8/include/* /usr/i586-mingw32msvc/include/
sudo mv SDL_mixer-1.2.8/lib/* /usr/i586-mingw32msvc/lib/</pre>
You don't need the archives or what's left of their contents anymore. Delete them:
<pre>rm -rf SDL-1.2.13 SDL_mixer-1.2.8 SDL-devel-1.2.13-mingw32.tar.gz \
SDL-1.2.13-win32.zip SDL_mixer-devel-1.2.8-VC8.zip</pre>
===Step 2: Downloading the source===
Use Subversion to check out a copy of the source:
<pre>svn co http://odamex.net/svn/root/trunk odamex-win32</pre>
Change to the source directory:
<pre>cd odamex-win32</pre>
===Step 3: Compiling===
Add the MinGW bin directory to your PATH so that the correct sdl-config is used:
<pre>PATH="/usr/i586-mingw32msvc/bin:$PATH"</pre>
And compile:
<pre>make -f Makefile.win</pre>
===Step 4: Installing===
The exe files are in the bin directory. A few more files are still needed to run in Windows. Copy them there:
<pre>cp /usr/i586-mingw32msvc/lib/SDL.dll /usr/i586-mingw32msvc/lib/SDL_mixer.dll \
README odamex.wad odasrv.cfg bin/</pre>
You're all done! Copy the bin directory to a Windows machine and enjoy.
1a120f11aaf3d37d948411bb8c08e3c4072189ec
3115
2008-05-07T04:36:59Z
Exp(x)
23
wikitext
text/x-wiki
This document is written for Debian and Ubuntu users. The process should be similar for other distributions, but installing the prerequisites will most likely be different.
===Step 1: Installing and Configuring the Prerequisites===
In order to build Windows binaries, you'll need MinGW, SDL, and SDL_mixer. This tutorial also assumes you're building the latest revision, so you'll need Subversion.
Subversion and MinGW are in the repositories, so to install them, type:
<pre>sudo apt-get install mingw32 subversion</pre>
Odamex expects the g++ compiler to be named mingw32-g++, create a link:
<pre>sudo ln -s /usr/bin/i586-mingw32msvc-g++ /usr/bin/mingw32-g++</pre>
Download SDL and SDL_mixer"
<pre>wget http://www.libsdl.org/release/SDL-devel-1.2.13-mingw32.tar.gz
wget http://www.libsdl.org/release/SDL-1.2.13-win32.zip
wget http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.8-VC8.zip</pre>
Extract the archives:
<pre>tar zxvf SDL-devel-1.2.13-mingw32.tar.gz
unzip SDL-1.2.13-win32.zip SDL.dll -d SDL-1.2.13/lib/
unzip SDL_mixer-devel-1.2.8-VC8.zip</pre>
The sdl-config utility needs to be modified to contain the correct prefix:
<pre>mv SDL-1.2.13/bin/sdl-config SDL-1.2.13/bin/sdl-config.bak
cat SDL-1.2.13/bin/sdl-config.bak | \
sed 's/\/Users\/hercules\/tmp\/SDL-1.2.13/\/usr\/i586-mingw32msvc/' \
> SDL-1.2.13/bin/sdl-config
chmod +x SDL-1.2.13/bin/sdl-config</pre>
Move the files where they belong:
<pre>sudo mv SDL-1.2.13/bin/sdl-config /usr/i586-mingw32msvc/bin/
sudo mv SDL-1.2.13/include/SDL/* /usr/i586-mingw32msvc/include/
sudo mv SDL-1.2.13/lib/* /usr/i586-mingw32msvc/lib/
sudo mv SDL_mixer-1.2.8/include/* /usr/i586-mingw32msvc/include/
sudo mv SDL_mixer-1.2.8/lib/* /usr/i586-mingw32msvc/lib/</pre>
You don't need the archives or what's left of their contents anymore. Delete them:
<pre>rm -rf SDL-1.2.13 SDL_mixer-1.2.8 SDL-devel-1.2.13-mingw32.tar.gz \
SDL-1.2.13-win32.zip SDL_mixer-devel-1.2.8-VC8.zip</pre>
===Step 2: Downloading the source===
Use Subversion to check out a copy of the source
<pre>svn co http://odamex.net/svn/root/trunk odamex-win32</pre>
Change to the source directory
<pre>cd odamex-win32</pre>
===Step 3: Compiling===
Add the MinGW bin directory to your PATH so that the correct sdl-config is used:
<pre>PATH="/usr/i586-mingw32msvc/bin:$PATH"</pre>
And compile:
<pre>make -f Makefile.win</pre>
===Step 4: Installing===
The exe files are in the bin directory. A few more files are still needed to run in Windows. Copy them there:
<pre>cp /usr/i586-mingw32msvc/lib/SDL.dll /usr/i586-mingw32msvc/lib/SDL_mixer.dll \
README odamex.wad odasrv.cfg bin/</pre>
You're all done! Copy the bin directory to a Windows machine and enjoy.
4454541a074f16ff5a2cea64d2202785fbe8045d
CsDoom
0
1386
3764
3038
2013-08-11T16:09:21Z
Exp(x)
23
Update doom wiki link
wikitext
text/x-wiki
csDoom was one of the first widely-played Client/Server Doom ports. Over time, it fell out of widespread use. After csDoom .7 was released, csDoom's leader programmer ""Fly"" had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|denis]].
Odamex was initially based on csDoom .62
== Links ==
* [http://csdoom.sourceforge.net/ The original csDoom homepage]
* [http://doomwiki.org/wiki/CsDoom Doom Wiki article on csDoom]
* [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage]
2428b52c04f341226619f2d3cb0236e653ec9897
3038
3035
2008-05-05T04:54:15Z
Russell
4
wikitext
text/x-wiki
csDoom was one of the first widely-played Client/Server Doom ports. Over time, it fell out of widespread use. After csDoom .7 was released, csDoom's leader programmer ""Fly"" had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|denis]].
Odamex was initially based on csDoom .62
== Links ==
* [http://csdoom.sourceforge.net/ The original csDoom homepage]
* [http://doom.wikia.com/wiki/CsDoom Doom Wiki article on csDoom]
* [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage]
5a4aae3c0cc197b42128e6048ed2303730dc3eb4
3035
2214
2008-05-04T13:53:44Z
Ralphis
3
Rewrote to add some information and correct grammar issues
wikitext
text/x-wiki
csDoom was one of the first widely-played Client/Server Doom ports. Over time, it fell out of widespread use. After csDoom .7 was released, csDoom's leader programmer ""Fly"" had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|Voxel]].
Odamex was initially based on csDoom .62
== Links ==
* [http://csdoom.sourceforge.net/ The original csDoom homepage]
* [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage]
d4c9abc9b3fda48480a739a61abb53738725173d
2214
2095
2006-04-20T22:10:42Z
Voxel
2
wikitext
text/x-wiki
csDoom was one of the first widely-played Client/Server Doom ports. Unfortuniatly, it has fallen into disuse as after csDoom .7 was released Fly had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|Voxel]].
Odamex was initially based on csDoom .62
== Links ==
* [http://csdoom.sourceforge.net/ The origional csDoom homepage]
* [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage]
d7888318cdfec66344b227f7edcad48629a2f744
2095
2094
2006-04-14T03:00:30Z
AlexMax
9
wikitext
text/x-wiki
csDoom was one of the first widely-played Client/Server Doom ports. Unfortuniatly, it has fallen into disuse as after csDoom .7 was released Fly had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|Voxel]].
== Links ==
* [http://csdoom.sourceforge.net/ The origional csDoom homepage]
* [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage]
4591109aec2ce8f3f9ef333a4bdcb773c2afed67
2094
2092
2006-04-14T02:59:46Z
AlexMax
9
wikitext
text/x-wiki
csDoom was one of the first widely-played Client/Server Doom ports. Unfortuniatly, it has fallen into disuse as after csDoom .7 was released Fly had lost interest in the project. The current maintainer of csDoom is [[User:Voxel|Voxel]], who is also Odamex's lead programmer.
== Links ==
* [http://csdoom.sourceforge.net/ The origional csDoom homepage]
* [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage]
2db0a50c1fd58d434c04904f92e1e1baf298c755
2092
1831
2006-04-14T01:57:58Z
Voxel
2
wikitext
text/x-wiki
csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Odamex was based on csDoom .62, though this is not the latest csDoom version.
== Links ==
* [http://csdoom.sourceforge.net/ Original csDoom site]
* [http://www.voxelsoft.com/csdoom/ More secure csDoom patch]
e746b5430f374064ad9fcbc19752af70017ecbbb
1831
1830
2006-04-04T17:14:49Z
Voxel
2
wikitext
text/x-wiki
csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated into odamex.
== Links ==
* [http://csdoom.sourceforge.net/ Original csDoom site]
* [http://www.voxelsoft.com/csdoom/ More secure csDoom patch]
649c9ef6711872ebd61f93cd0e7012ec2ffc51e4
1830
1829
2006-04-04T17:14:28Z
Voxel
2
/* Links */
wikitext
text/x-wiki
csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex.
== Links ==
* [http://csdoom.sourceforge.net/ Original csDoom site]
* [http://www.voxelsoft.com/csdoom/ More secure csDoom patch]
940e870ac06ecc7c45f802a6aef7703a72f557a7
1829
1828
2006-04-04T17:14:05Z
Voxel
2
wikitext
text/x-wiki
csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex.
== Links ==
* [[http://csdoom.sourceforge.net/ Original csDoom site]]
* [[http://www.voxelsoft.com/csdoom/ More secure csDoom patch]]
d99d53f23c42dd9c1c5298ca4d6795b270a4428e
1828
1827
2006-04-04T17:13:42Z
Voxel
2
wikitext
text/x-wiki
csDoom is an old ZDoom based doom port. Nobody plays it anymore. As odamex and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex.
== Links ==
* [[http://csdoom.sourceforge.net/ Original csDoom site]]
* [[http://www.voxelsoft.com/csdoom/ More secure csDoom patch]]
f02c3b318d9703b2557abb38a256ad6f8ac9d1b5
1827
2006-04-04T17:13:14Z
Voxel
2
wikitext
text/x-wiki
csDoom is an old ZDoom based doom port. Nobody plays it anymore. As odamex and csDoom are similar in purpose, and [[Users:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex.
== Links ==
* [[http://csdoom.sourceforge.net/ Original csDoom site]]
* [[http://www.voxelsoft.com/csdoom/ More secure csDoom patch]]
8efc14c85761e6a31e97e93cc63a1a43fcd931e2
Ctf flagathometoscore
0
1651
3344
2008-09-03T08:30:46Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Capture_The_Flag#ctf_flagathometoscore]][[Category:Server_variables]]
97228e3c6e279e3a100358bfe002ae0f885f21d9
Ctf flagtimeout
0
1650
3343
2008-09-03T08:30:22Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Capture_The_Flag#ctf_flagtimeout]][[Category:Server_variables]]
6018b2dbeda2d2231206757118e65689f67ef7cf
Ctf manualreturn
0
1652
3345
2008-09-03T08:32:30Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Capture_The_Flag#ctf_manualreturn]][[Category:Server_variables]]
7d52e6298e0bf940954c0ab8141188d4e6e95044
Cvar
0
1582
3114
2008-05-06T11:31:20Z
Ralphis
3
cvar redirect to variables
wikitext
text/x-wiki
#REDIRECT [[Variables]]
803513da483e954c338bbc3e29c188df614d471f
Cvarlist
0
1715
3479
2010-08-23T11:42:30Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings]][[Category:Client commands]][[Category:Server commands]]
1e4c0ab02f839b32b761fe209356649412eaf9ee
DDoS
0
1297
1323
2006-03-29T12:55:04Z
Voxel
2
wikitext
text/x-wiki
Stands for "Distributed Denial of Service". Flooding a target system with more data than it (or its connection) can handle.
f34b374ec3783a3b15d263496ba1e8aa20dc42f5
Deathmatch
0
1417
2137
2006-04-15T16:57:21Z
Manc
1
wikitext
text/x-wiki
__NOTOC__ __NOEDITSECTION__
===Deathmatch can refer to one of a few things:===
The ''[[Deathmatch_(game)|Deathmatch]]'' game mode
''[[Deathmatch_(cvar)|Deathmatch]]'' console variable
{{disambig}}
945d583cc0d2e6f7c5abe51048e2fabe6558a5da
Debian package
0
1595
3170
3169
2008-05-29T12:21:32Z
Voxel
2
wikitext
text/x-wiki
This is how to build the Debian/Ubuntu package
= Instructions =
* Install all of the debian packaging utilities and the build environment utilities. Also make sure you have libsdl-dev,libsdl-mixer1.2-dev and wxgtk installed- sudo apt-get install dpkg-dev file gcc g++ libc6-dev
* make patch perl autoconf automake dh-make debhelper devscripts gnupg
* Download the skeleton debian packaging at http://nuxified.org/odamex/odamex-0.<version>/skel.tar.gz
* Create a folder titled 'odamex-<version>'. Example: mkdir odamex-0.3
* Grab a source tarball from http://odamex.net/ and place it in the same place as the directory 'odamex-<version>'
* cd into the directory 'odamex-<version>'
* run dh_make -e your.email@address -f ../<name of the tarball you downloaded>
* remove the newly created debian/ and extract the skeleton into the directory
* if the source code is not already in the directory with debian/, extract the tarball you downloaded inside the directory.
* run 'dpkg-buildpackage -rfakeroot' in the same directory with debian/
* you should have a .deb package up one directory if everything checked out right
* to rebuild without recompiling, run 'fakeroot debian/rules binary'
62fadae54f7fe120994d6202930ac4150fb6f65c
3169
3168
2008-05-29T12:20:38Z
Voxel
2
wikitext
text/x-wiki
This is how to build the Debian/Ubuntu package
= Instructions =
Install all of the debian packaging utilities and the build environment utilities. Also make sure you have libsdl-dev,libsdl-mixer1.2-dev and wxgtk installed- sudo apt-get install dpkg-dev file gcc g++ libc6-dev
make patch perl autoconf automake dh-make debhelper devscripts gnupg
Download the skeleton debian packaging at http://nuxified.org/odamex/odamex-0.<version>/skel.tar.gz
Create a folder titled 'odamex-<version>'. Example: mkdir odamex-0.3
Grab a source tarball from http://odamex.net/ and place it in the same place as the directory 'odamex-<version>'
cd into the directory 'odamex-<version>'
run dh_make -e your.email@address -f ../<name of the tarball you downloaded>
remove the newly created debian/ and extract the skeleton into the directory
if the source code is not already in the directory with debian/, extract the tarball you downloaded inside the directory.
run 'dpkg-buildpackage -rfakeroot' in the same directory with debian/
you should have a .deb package up one directory if everything checked out right
step 11: to rebuild without recompiling, run 'fakeroot debian/rules binary'
bd1c630e65edf3a4e9a2fc2308191567bb084aa0
3168
2008-05-29T12:19:59Z
Voxel
2
wikitext
text/x-wiki
Install all of the debian packaging utilities and the build environment utilities. Also make sure you have libsdl-dev,libsdl-mixer1.2-dev and wxgtk installed- sudo apt-get install dpkg-dev file gcc g++ libc6-dev
This is how to build the Debian/Ubuntu package
= Instructions =
make patch perl autoconf automake dh-make debhelper devscripts gnupg
Download the skeleton debian packaging at http://nuxified.org/odamex/odamex-0.<version>/skel.tar.gz
Create a folder titled 'odamex-<version>'. Example: mkdir odamex-0.3
Grab a source tarball from http://odamex.net/ and place it in the same place as the directory 'odamex-<version>'
cd into the directory 'odamex-<version>'
run dh_make -e your.email@address -f ../<name of the tarball you downloaded>
remove the newly created debian/ and extract the skeleton into the directory
if the source code is not already in the directory with debian/, extract the tarball you downloaded inside the directory.
run 'dpkg-buildpackage -rfakeroot' in the same directory with debian/
you should have a .deb package up one directory if everything checked out right
step 11: to rebuild without recompiling, run 'fakeroot debian/rules binary'
911a764318a7606881c88fe8f9be6f257cd3a52b
Debugger
0
1308
2676
2675
2007-01-12T01:08:18Z
Manc
1
/* gdb */ Oops
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
A debugger is a vital piece of software used in our software development process. It can be used to hunt down the how's and why's of crashes and odd behaviors in Odamex. Please note that if you are not running a release version of Odamex, it's a good idea to ALWAYS have a debugger attached to Odamex, just in case something breaks.
== Debuggers ==
=== gdb ===
{{Wikipedia|gdb}} is the gnu debugger, available on just about all of the platforms for which odamex is supported. To start odamex with gdb, for example:
<tt>gdb odamex</tt>
You will be presented with a command line interface. From here, there are several things you can do:
* '''set args <arguments>''' will set the program's arguments
* '''run''' will execute the program
* '''continue''' will resume the program in the event it is paused either automatically through the use of a breakpoint or by manually pausing with Ctrl+C
* '''bt''' will get the stack trace (callstack) of the program in the event of a crash. This is important, as it shows where exactly the program crashed.
A knowledge of shell scripting or batch files might be useful to maintain a debugging environment.
=== Microsoft Visual C++ 6.0 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack).
=== Code::blocks ===
Code::blocks makes use of gdb as its default debugger. See the article about gdb for more information.
=== valgrind ===
[http://valgrind.org/ Valgrind] isn't strictly a debugger, but it deserves a mention nontheless for its uncanny ability to sniff out memory management and threading bugs that would normally be rather difficult to pinpoint.
Start valgrind with:
<tt>valgrind --leak-check=yes odamex</tt>
The console will be flooded with data, and Odamex should start up and run...very slowly. Do your testing as best you can, and when you quit, valgrind should summerize what suspicious activity it found. Refer to the [[http://valgrind.org/docs/manual/manual.html valgrind manual]] for information on how to interpert the errors it spits out.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
9485cc0038807acb6e5fe40e1e57733698063233
2675
2553
2007-01-12T01:07:09Z
Manc
1
/* gdb */ Minor grammatical fixes
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
A debugger is a vital piece of software used in our software development process. It can be used to hunt down the how's and why's of crashes and odd behaviors in Odamex. Please note that if you are not running a release version of Odamex, it's a good idea to ALWAYS have a debugger attached to Odamex, just in case something breaks.
== Debuggers ==
=== gdb ===
[[Wikipedia|gdb]] is the gnu debugger, available on just about all of the platforms for which odamex is supported. To start odamex with gdb, for example:
<tt>gdb odamex</tt>
You will be presented with a command line interface. From here, there are several things you can do:
* '''set args <arguments>''' will set the program's arguments
* '''run''' will execute the program
* '''continue''' will resume the program in the event it is paused either automatically through the use of a breakpoint or by manually pausing with Ctrl+C
* '''bt''' will get the stack trace (callstack) of the program in the event of a crash. This is important, as it shows where exactly the program crashed.
A knowledge of shell scripting or batch files might be useful to maintain a debugging environment.
=== Microsoft Visual C++ 6.0 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack).
=== Code::blocks ===
Code::blocks makes use of gdb as its default debugger. See the article about gdb for more information.
=== valgrind ===
[http://valgrind.org/ Valgrind] isn't strictly a debugger, but it deserves a mention nontheless for its uncanny ability to sniff out memory management and threading bugs that would normally be rather difficult to pinpoint.
Start valgrind with:
<tt>valgrind --leak-check=yes odamex</tt>
The console will be flooded with data, and Odamex should start up and run...very slowly. Do your testing as best you can, and when you quit, valgrind should summerize what suspicious activity it found. Refer to the [[http://valgrind.org/docs/manual/manual.html valgrind manual]] for information on how to interpert the errors it spits out.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
2ed4674a72f8342327f0f18d6a70d261b86ea846
2553
2419
2006-11-10T00:57:24Z
AlexMax
9
/* Debuggers */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
A debugger is a vital piece of software used in our software development process. It can be used to hunt down the how's and why's of crashes and odd behaviors in Odamex. Please note that if you are not running a release version of Odamex, it's a good idea to ALWAYS have a debugger attached to Odamex, just in case something breaks.
== Debuggers ==
=== gdb ===
gdb is the gnu debugger, avalable for pretty much all of the platforms odamex is supported on. To start odamex with gdb, for example:
<tt>gdb odamex</tt>
You will be presented with a command line interface. From here, there are several things you can do:
* '''set args <arguments>''' will set the program's arguments
* '''run''' will execute the program
* '''continue''' will unpause the program in the event it is paused either programically through the use of a breakpoint or by manually pausing with Ctrl+C
* '''bt''' will get the backtrace (callstack) of the program in the event of a crash. This is important, as it shows where exactly the program crashed.
A knowledge of shell scripting or batch files might be useful to maintain a debugging environment.
=== Microsoft Visual C++ 6.0 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack).
=== Code::blocks ===
Code::blocks makes use of gdb as its default debugger. See the article about gdb for more information.
=== valgrind ===
[http://valgrind.org/ Valgrind] isn't strictly a debugger, but it deserves a mention nontheless for its uncanny ability to sniff out memory management and threading bugs that would normally be rather difficult to pinpoint.
Start valgrind with:
<tt>valgrind --leak-check=yes odamex</tt>
The console will be flooded with data, and Odamex should start up and run...very slowly. Do your testing as best you can, and when you quit, valgrind should summerize what suspicious activity it found. Refer to the [[http://valgrind.org/docs/manual/manual.html valgrind manual]] for information on how to interpert the errors it spits out.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
b2d160ae55d257709e2a6af758575c135eff815f
2419
1979
2006-10-24T19:35:22Z
AlexMax
9
/* Code::Blocks */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
Start with '''gdb odamex'''. Use the following commands:
* "run" start running
* Ctrl-C to pause execution and get back to command console
* "continue" to unpause
* "bt" to get the backtrace (callstack)
It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment.
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack).
=== Code::Blocks ===
See the prior paragraph about gdb, because this is essentially what Code::Blocks uses.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
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1979
1975
2006-04-11T20:05:13Z
84.92.173.189
0
/* gdb */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
Start with '''gdb odamex'''. Use the following commands:
* "run" start running
* Ctrl-C to pause execution and get back to command console
* "continue" to unpause
* "bt" to get the backtrace (callstack)
It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment.
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack).
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
f9ccba51231a5a9abf1517efb9a8af69fdbd1f5a
1975
1973
2006-04-11T19:48:30Z
Voxel
2
/* VC6 */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
Start with '''./gdb odamex'''. Use the following commands:
* "run" start running
* Ctrl-C to pause execution and get back to command console
* "continue" to unpause
* "bt" to get the backtrace (callstack)
It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment.
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack).
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
17f74838052abdc93be65bcdd0c27ba9e634430d
1973
1823
2006-04-11T19:47:30Z
Voxel
2
/* gdb */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
Start with '''./gdb odamex'''. Use the following commands:
* "run" start running
* Ctrl-C to pause execution and get back to command console
* "continue" to unpause
* "bt" to get the backtrace (callstack)
It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment.
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
94ab35ecd1f5ed8dad3264d9276422cfb9e9ad6f
1823
1822
2006-04-04T17:02:59Z
Voxel
2
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
ba0e8182b7839933931c6dcc6b89a9e017a25d84
1822
1460
2006-04-04T17:02:45Z
Voxel
2
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
__NOTOC__ __NOEDITSECTION__
b6590f2cd262abb979a6311585b546a8b569f5a6
1460
1459
2006-03-30T19:26:49Z
Manc
1
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
__NOTOC__ __NOEDITSECTION__
cf00de5c6f6065de029ad57fc4155e552bcd27c4
1459
1458
2006-03-30T19:26:34Z
Manc
1
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
__NOTOC__ __NOEDITSUBSECTION__
ebbbecc520c054c915436a4c5bda10f3b6523f73
1458
1456
2006-03-30T19:26:03Z
Manc
1
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
__NOTOC__
f77b8b21ad21527c03f0d5879b2c190b006cfa60
1456
1385
2006-03-30T19:24:34Z
Manc
1
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
=== Code::Blocks ===
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
bf5e8ad70b301283c90a79cc5938bafe74606515
1385
1384
2006-03-30T18:01:43Z
Voxel
2
/* What to report */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this!
3e04cab42bac47c0d4e664935372faaf45b83084
1384
1383
2006-03-30T18:01:32Z
Voxel
2
/* What to report */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bug|bugs]] about a [[crash]], be sure to include this!
748d926e2e5e73d54f37f162ff7bf560c73bb562
1383
1382
2006-03-30T17:58:56Z
Voxel
2
/* What to report */
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs]] about a [[crash]], be sure to include this!
0b9b737d4a5a109e5bc91add7139db38ca00e9c3
1382
2006-03-30T17:58:35Z
Voxel
2
wikitext
text/x-wiki
When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed.
To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information.
== Debuggers ==
=== gdb ===
=== VC6 ===
Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog.
== What to report ==
When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bug]] about a [[crash]], be sure to include this!
1a61418c73ffa854dee74e5f0a43cbae024ef44a
Delban
0
1609
3214
2008-06-06T21:36:48Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#delban]][[Category:Server_commands]]
21cbcbeb36c7417c7b86b49901bf2a1352485e1a
Delexception
0
1613
3218
2008-06-06T21:38:11Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#delexception]][[Category:Server_commands]]
fa8eb541bd9c5435374875a7e8c99034482a2256
Delmaster
0
1645
3315
2008-08-06T20:16:47Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#masters]][[Category:Server commands]]
79523dd7698b2a0d1a931fc6da345ffa3629c965
Development Roadmap
0
1402
2060
2006-04-13T15:47:18Z
Voxel
2
Development Roadmap moved to Development roadmap: decapitalise second word
wikitext
text/x-wiki
#redirect [[Development roadmap]]
82f61a60b95fa4c7397db0097a2757be59c69ac7
Development roadmap
0
1380
3922
3334
2019-07-12T21:49:28Z
Hekksy
139
This page is very out of date. Hoping to make it more close to the current standing
wikitext
text/x-wiki
This section is a roadmap for planned and wanted features for Odamex. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. Patches are welcome to improve the Odamex project!
=== Completed ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* Capture The Flag game mode
* Network compression
* cvar overrides and server tags
* GPL compatibility
* Boom playable (some missing features)
* Spectator support
* Vanilla demo playback
* Smooth prediction
* Demo recording
* Crash Reporting (Windows only)
=== Confirmed Future Improvements ===
* Voodoo doll support
* Complete Boom support
* Support for different fonts (console and in-game)
* Demo retro compatibility with older versions / future versions
* Survival game mode
* Last Man Standing and Team LMS
* PNG Support
* UDMF Support
=== Proposed ===
* IPv6 support
* In-game launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy, buffer scroll up/down
* [[accelerated software rendering]]
* [[Multilingual Support]]
* OpenGL rendering
* Account system for player statistics
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* BIGFONT support
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
== See also ==
* [[Next release]]
da4fee1fe59260f2639f72b76adbd162341317e4
3334
3333
2008-08-13T09:30:02Z
Russell
4
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide.
=== Completed ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* Capture The Flag game mode
* Network compression
* cvar overrides and server tags
* GPL compatibility
* Spectator support
* Vanilla demo playback
* Smooth prediction
=== In-progress ===
* Demo recording
* Wallhack protection
* Fully functional co-op gaming
* Version notifier
=== Officially confirmed ===
* Crash reporting
=== Proposed ===
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy, buffer scroll up/down
* [[accelerated software rendering]]
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
== See also ==
* [[Next release]]
66ccbaa0d3ef6850c56a8b841207346705f2dca5
3333
3137
2008-08-13T06:10:40Z
Ralphis
3
/* In-progress features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide.
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
* GPL compatibility
* Spectators
* Vanilla demo playback
* Smooth prediction
=== In-progress features ===
* Demo recording
* Wallhack protection
* Fully functional co-op gaming
* Version notifier
* Crash reporting
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy, buffer scroll up/down
* [[accelerated software rendering]]
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== See also ==
* [[Next release]]
8eec4edc234e69c64991e4c9c00668d70fbc5d7f
3137
2924
2008-05-18T17:21:52Z
Voxel
2
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide.
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
* GPL compatibility
* Spectators
* Vanilla demo playback
* Smooth prediction
=== In-progress features ===
* Demo recording
* Wallhack protection
* Fully functional co-op gaming
* {{Bug|122}}
* Version notifier
* Crash reporting
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy, buffer scroll up/down
* [[accelerated software rendering]]
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== See also ==
* [[Next release]]
3cbd1dcb46127c616b2bb90bbd50154b4423f7aa
2924
2903
2007-05-16T22:22:29Z
Russell
4
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide.
In order of timeline
== Beta 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
* GPL compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Beta 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all Beta 1 features
* Version notifier
* Crash reporting
* Global blacklist
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy, buffer scroll up/down
* ...
== Version 1.x ==
This will be tracked by a bug once Beta 2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for Beta 2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
== See also ==
* [[Next release]]
19769cdcbc68665993e2f7ef039afef77886f958
2903
2902
2007-04-14T16:17:36Z
Voxel
2
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide.
In order of timeline
== Beta 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
* GPL compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Beta 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all Beta 1 features
* Version notifier
* Crash reporting
* Global blacklist
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy
* ...
== Version 1.x ==
This will be tracked by a bug once Beta 2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for Beta 2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
== See also ==
* [[Next release]]
f8f5a9e8f9ba8dcf02ea078c6da956fc31673e5e
2902
2464
2007-04-14T16:16:41Z
Voxel
2
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide.
In order of timeline
== Beta 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
* GPL compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Beta 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all Beta 1 features
* Version notifier
* Crash reporting
* Global blacklist
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy
* ...
== Version 1.x ==
This will be tracked by a bug once Beta 2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for Beta 2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
c4c9c637436d9989f8efd9453d32fa41a423eb89
2464
2463
2006-10-30T13:05:09Z
64.62.190.251
0
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''.
In order of timeline
== Beta 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Beta 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all Beta 1 features
* Version notifier
* Crash reporting
* Global blacklist
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* Console select/copy
* ...
== Version 1.x ==
This will be tracked by a bug once Beta 2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for Beta 2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
d2c4b1c08cb766d9858445ba135ec58709dc2ea8
2463
2462
2006-10-30T13:04:31Z
64.62.190.251
0
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''.
In order of timeline
== Beta 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Beta 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all Beta 1 features
* Version notifier
* Crash reporting
* Global blacklist
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* ...
== Version 1.x ==
This will be tracked by a bug once Beta 2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for Beta 2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
7648d48a1d46513d060cc5ce3ab7da43f8464a5b
2462
2461
2006-10-30T13:04:18Z
64.62.190.251
0
/* Proposed features for 1.0 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''.
In order of timeline
== Beta 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Beta 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier
* Crash reporting
* Global blacklist
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* ...
== Version 1.x ==
This will be tracked by a bug once Beta 2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for Beta 2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
a67775f497717646919fe140ec1d552ba0427c44
2461
2460
2006-10-30T13:03:48Z
64.62.190.251
0
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''.
In order of timeline
== Beta 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
* cvar overrides and server tags
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Beta 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier
* Crash reporting
* Global blacklist
* IPv6 support
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* ...
== Version 1.x ==
This will be tracked by a bug once Beta 2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
153e910a31e5b13500a31c41e94e0d88617e24a9
2460
2459
2006-10-30T13:02:12Z
64.62.190.251
0
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
* Network compression
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* Crash reporting
* Global blacklist
* IPv6 support
* cvar overrides and server tags
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
05542d83fc28ae2c2a9936e8823568867c03acc4
2459
2357
2006-10-30T13:00:57Z
64.62.190.251
0
/* Release Candidate 1 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
* CTF
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* Crash reporting
* Global blacklist
* IPv6 support
* Network compression
* cvar overrides and server tags
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
84659dd82edcb5f4209df6c3e5b3a4f792b1a7a0
2357
2277
2006-09-30T03:11:29Z
Manc
1
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* Crash reporting
* Global blacklist
* IPv6 support
* Network compression
* cvar overrides and server tags
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
f71765a5970095299963201c51668a71f4e8aa79
2277
2084
2006-08-31T19:58:57Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* Crash reporting
* Global blacklist
* IPv6 support
* Network compression
* cvar overrides and server tags
* Ingame launcher
* Both TCP(no-nagle) and UDP options
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
511971ab079527e8b069876b6cba815c7cfb686d
2084
2083
2006-04-13T18:06:31Z
Voxel
2
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* Crash reporting
* Global blacklist
* IPv6 support
* Network compression
* cvar overrides and server tags
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
* ...
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
=== Proposed features for 1.2 ===
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
05fcae8db927616a4b4c54b094f253421dbfd106
2083
2082
2006-04-13T18:05:27Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* Crash reporting
* Global blacklist
* IPv6 support
* Network compression
* cvar overrides and server tags
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
1c873587a52adc265302608bdc72324054b7908d
2082
2081
2006-04-13T18:04:24Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* Crash reporting
* Global blacklist
* IPv6 support
* Network compression
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
34251b34c5cc1feb2c16bda13f6eb034eba88b31
2081
2080
2006-04-13T18:02:45Z
Voxel
2
/* Release Candidate 1 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
78ab0595be2b2a6bc71cd3636c6270665a0a6ee2
2080
2079
2006-04-13T18:01:21Z
Voxel
2
/* Proposed features for 1.1 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* Bots
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
f95e72a67059a22f143dfc317a70b65a8448a33a
2079
2078
2006-04-13T18:01:00Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
64c667887c586f561964c71cc81c7f125d64e79e
2078
2077
2006-04-13T18:00:49Z
Voxel
2
/* In-progress features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* Fully functional co-op gaming
* CTF
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
f0e52ae7294080b2ee6fc55e47002705638ad9b4
2077
2076
2006-04-13T17:59:57Z
Voxel
2
/* In-progress features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* Smooth prediction
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
67e530578af9d9e91c13083fa51ef1f8f7fb4c6d
2076
2075
2006-04-13T17:59:22Z
Voxel
2
/* Completed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Linux/OSX/BSD/Win32/SPARC compatibility
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
d2b54da10a6960e94003cfa053ec81aab34d7e76
2075
2074
2006-04-13T17:58:21Z
Voxel
2
/* In-progress features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* GPL compatibility
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
a2a76798d18d4ae157e6f8e44858ddae5ce425fb
2074
2073
2006-04-13T17:56:54Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Completed features ===
* Console paste
* WAD Switching
* WAD Downloading
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
=== In-progress features ===
* Spectators
* Demos
* Wallhack protection
* {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
2966ab795648fc776cda93084b74c01348d62b93
2073
2072
2006-04-13T17:54:43Z
Voxel
2
/* Proposed features for 1.0 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional [[accelerated software rendering]]
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
f0e9ea31723da39dfd7455f289aa4494c6276c39
2072
2071
2006-04-13T17:53:34Z
Voxel
2
/* Proposed features for 1.0 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
* Optional OpenGL accelerated software rendering
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
c2bbb40a849ac8b5ac148078f75df151e1d7d6e6
2071
2059
2006-04-13T17:52:52Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* [http://www.teamhellspawn.com/voxels.htm Voxel sprites]
* ...
== Beyond ==
Oh, here are the towels.
a0e93fa99894f3f8df7a1b9857d1a7f101ebf281
2059
1902
2006-04-13T15:47:18Z
Voxel
2
Development Roadmap moved to Development roadmap
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
db133d366aa20e53f7cddbc3a35e9cafd4ed4e8a
1902
1901
2006-04-07T04:00:46Z
Voxel
2
/* Proposed features for 1.0 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
* Bugfixes for RC2, complete working implementation
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
db133d366aa20e53f7cddbc3a35e9cafd4ed4e8a
1901
1900
2006-04-07T04:00:23Z
Voxel
2
/* Version 1.x */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features for 1.0 ===
=== Proposed features for 1.1 ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
d3db9d34b0e123c64ba0fa845881278c124a765f
1900
1836
2006-04-07T03:59:49Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* Dual/Tri-head display support, like doom2.exe -left and -right commands
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
ffa9f2fd5694ca78abe495287e5e05cc4c271cd7
1836
1821
2006-04-05T01:59:46Z
AlexMax
9
/* Beyond */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
Oh, here are the towels.
85fd49ac124c97c7ede4494d8d016541b582b5ac
1821
1820
2006-04-04T17:01:39Z
Voxel
2
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== Version 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* ...
== Version 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
...
c942afc95ae5877bd82d0d509f491374bd495377
1820
1819
2006-04-04T17:01:00Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* Multiplatform (Linux/OSX/BSD/Win32/SPARC)
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* ...
== 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
...
6d4bbae7ef9c30ff4886122fb880222dae7b6500
1819
1818
2006-04-04T17:00:13Z
Voxel
2
/* 2.x */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* ...
== 2.x ==
=== Proposed features ===
* There was talk of using the prboom engine.
* ...
== Beyond ==
...
4ebe1a703984b3afeb799879c2948fcee8d836a3
1818
1817
2006-04-04T16:58:56Z
Voxel
2
/* Proposed features */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
* ...
== 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* ...
== 2.x ==
There was talk of prboom.
== Beyond ==
...
3158c630a3437fd55b94d46f30bfe30c48fe711a
1817
1816
2006-04-04T16:58:43Z
Voxel
2
/* Release Candidate 2 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
=== Proposed features ===
* Stability for all RC1 features
* Version notifier/updater
* IPv6 support
* Network compression
* Bots
* cvar overrides
* Ingame launcher
== 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* ...
== 2.x ==
There was talk of prboom.
== Beyond ==
...
d16ebd68ac87acb8e7c302b35eb896a0362f8f14
1816
1815
2006-04-04T16:55:59Z
Voxel
2
/* 1.x */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
This will be tracked by a bug once RC2 is out.
=== Proposed features ===
* [[Multilingual Support]]
* ...
== 2.x ==
There was talk of prboom.
== Beyond ==
...
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1815
1814
2006-04-04T16:55:36Z
Voxel
2
/* Release Candidate 1 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
=== Proposed features ===
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
This will be tracked by a bug once RC2 is out.
Proposed features include:
* [[Multilingual Support]]
== 2.x ==
There was talk of prboom.
== Beyond ==
...
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1814
1813
2006-04-04T16:55:09Z
Voxel
2
/* Release Candidate 1 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
Proposed features include:
* Console paste
* WAD Downloading
* WAD Switching
* Spectators
* Demos
* Wallhack protection
* ... (see {{Bug|122}})
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
This will be tracked by a bug once RC2 is out.
Proposed features include:
* [[Multilingual Support]]
== 2.x ==
There was talk of prboom.
== Beyond ==
...
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1813
1812
2006-04-04T16:52:20Z
Voxel
2
/* 1.x */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
This will be tracked by a bug once RC2 is out.
Proposed features include:
* [[Multilingual Support]]
== 2.x ==
There was talk of prboom.
== Beyond ==
...
b557a53841c47b2ee527dd0fa4d8468fd82071b1
1812
1811
2006-04-04T16:51:35Z
Voxel
2
/* Release Candidate 1 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
[[Multilingual Support]]
== 2.x ==
There was talk of prboom.
== Beyond ==
...
de0863921e5d3398fab3ae4580ad9763323faa23
1811
1810
2006-04-04T16:51:25Z
Voxel
2
/* Release Candidate 1 */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}.
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
[[Multilingual Support]]
== 2.x ==
There was talk of prboom.
== Beyond ==
...
53af5e679cca239fb0268e3ffe02263098aa0a61
1810
1809
2006-04-04T16:50:47Z
Voxel
2
/* 1.x */
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
[[Multilingual Support]]
== 2.x ==
There was talk of prboom.
== Beyond ==
...
de0863921e5d3398fab3ae4580ad9763323faa23
1809
1800
2006-04-04T16:50:11Z
Voxel
2
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
== Release Candidate 1 ==
This is tracked by {{Bug|122}}
== Release Candidate 2 ==
This will be tracked by a bug once RC1 is out.
== 1.x ==
== 2.x ==
There was talk of prboom.
== Beyond ==
...
bf61a0f4f7f8e2ce5bab407c55b3752231e0c5a2
1800
1795
2006-04-04T16:36:42Z
AlexMax
9
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are.
In order of timeline
[[Release Candidate 1]]
[[Release Candidate 2]]
[[Odamex 1.x Branch]]
[[Beyond 1.x]]
f298a9f29af8357f55dddf3642e7d015f4bcf8b0
1795
1792
2006-04-04T16:33:33Z
Manc
1
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''.
In order of timeline
[[Release Candidate 1]]
[[Release Candidate 2]]
[[Odamex 1.x Branch]]
[[Beyond 1.x]]
e3378f9b870fb82179ca04d22889a1659fe203b8
1792
1791
2006-04-04T16:30:57Z
Manc
1
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''.
In order of timeline
[[Release Canadate 1]]
[[Release Canadate 2]]
[[Odamex 1.x Branch]]
[[Beyond 1.x]]
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1791
1790
2006-04-04T16:27:50Z
Manc
1
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''.
In order of timeline
[[Release Canadate 1]]
[[Release Canadate 2]]
[[Odamex 1.x]]
[[The Future of Odamex]]
f72eb49f096492971460d141a071222974c58196
1790
1786
2006-04-04T16:24:45Z
Manc
1
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''These are by no means accurate and are subject to change at any time'''.
In order of timeline
[[Release Canadate 1]]
[[Release Canadate 2]]
[[Odamex 1.x]]
[[The Future of Odamex]]
9df446d9c08654a143981d75e125bb5c7f9b5275
1786
1785
2006-04-04T16:00:37Z
AlexMax
9
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''These are by no means accurate and are subject to change at any time'''.
In order of timeline
[[Release Canadate 1 Plans]]
[[Odamex 1.0 Plans]]
[[Long Term Plans]]
0b4cf6aa4edded8f3b77e12012f627917daac87d
1785
2006-04-04T16:00:18Z
AlexMax
9
wikitext
text/x-wiki
This section is a roadmap of Odamex, things that should be in at different times. '''These are by no means accurate and are subject to change at any time'''.
In order of
[[Release Canadate 1 Plans]]
[[Odamex 1.0 Plans]]
[[Long Term Plans]]
f71aa310a7e2e27f70980be46346f969693f53e6
Disconnect
0
1425
2159
2006-04-16T04:41:07Z
Ralphis
3
wikitext
text/x-wiki
===disconnect===
This command is used for disconnecting from any server. Use the [[reconnect]] command to reconnect to the server you were just playing on or the [[connect]] command to connect to a new server.
''Ex. If you wanted to disconnect from a server you would type the console command '''disconnect'''. This will disconnect you from any server.''
[[Category:Client_commands]]
e86431ac28d50d41d0975e538bcad0972c6d9947
Discord
0
1832
3873
3872
2019-01-05T05:16:22Z
HeX9109
64
/* What happens if a rule is broken? */
wikitext
text/x-wiki
==What is Discord?==
Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers.
The Discord client can be found on the Discord web site: https://discordapp.com
Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v
==What are the rules of the Odamex Discord?==
For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated.
* Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited.
*
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Clan related activity should be moved to an appropriate channel/network.
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Temporary short ban
* Permanent / elongated ban
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
e09961c28e180a6ec9751bad1460ae98c956c421
3872
3871
2019-01-05T05:15:05Z
HeX9109
64
/* What are the rules of the Odamex Discord? */
wikitext
text/x-wiki
==What is Discord?==
Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers.
The Discord client can be found on the Discord web site: https://discordapp.com
Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v
==What are the rules of the Odamex Discord?==
For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated.
* Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited.
*
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Clan related activity should be moved to an appropriate channel/network.
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
*Temporary short ban
*Permanent / elongated ban
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
f710224e5e5a6cf12ef924ca4aac7fa16aaaf4c9
3871
3870
2019-01-05T05:12:39Z
HeX9109
64
/* What are the rules of the Odamex Discord? */
wikitext
text/x-wiki
==What is Discord?==
Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers.
The Discord client can be found on the Discord web site: https://discordapp.com
Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v
==What are the rules of the Odamex Discord?==
For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated.
* Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited.
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Clan related activity should be moved to an appropriate channel/network.
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
*Temporary short ban
*Permanent / elongated ban
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
fbc72ae4b2d4d02ee446ae1e71eeca875dec0ef6
3870
3869
2019-01-05T05:12:21Z
HeX9109
64
/* What are the rules of the Odamex Discord? */
wikitext
text/x-wiki
==What is Discord?==
Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers.
The Discord client can be found on the Discord web site: https://discordapp.com
Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v
==What are the rules of the Odamex Discord?==
For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated.
* Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Clan related activity should be moved to an appropriate channel/network
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
*Temporary short ban
*Permanent / elongated ban
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
ee38cd79a85bda796e48fbab2264f8c14ded006d
3869
2019-01-05T05:11:53Z
HeX9109
64
Modified the IRC rules to match discord
wikitext
text/x-wiki
==What is Discord?==
Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers.
The Discord client can be found on the Discord web site: https://discordapp.com
Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v
==What are the rules of the Odamex Discord?==
For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated.
* Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Clan related activity should be moved to an appropriate channel/network
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
*Temporary short ban
*Permanent / elongated ban
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
36e973535c36e563ea93952e50ba77f474076801
Displaymouse
0
1532
2831
2007-02-01T00:11:00Z
AlexMax
9
wikitext
text/x-wiki
===displaymouse===
0: Disable console display of mouse range of movement.<br>
1: Enable console display of mouse range of movement.<br>
This is a variable which can be potentially useful for examining your mouse usage. It prints a number to the console every tic which shows how many units you have moved the mouse left (negative) or right (positive) that tic.
[[Category:Client_variables]]
27d232ca2038cfe4f9d3ac169c6c9d2ebc72b9bb
Editing
0
1501
3780
2738
2013-12-13T04:53:28Z
HeX9109
64
wikitext
text/x-wiki
Odamex provides 4 sets of editing features:
* Doom standard map format
* Boom map format
* Internal support for DEH (Dehacked) and BEX (Boom EXtension) patches, using the DEHACKED lump for either
* ZDoom (Doom in Hexen map format) for mods that use ACS.
These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format)
CTF maps can be made using a the Doom Builder configuration file, available in the links section below.
== External links ==
[http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file]
[http://drsleep.newdoom.com/tutor1.shtml Dr Sleep's Doom Editing Tutorials]
7ce3be1a47e13566074ff96157493ad5b62b62d2
2738
2671
2007-01-20T06:07:14Z
Russell
4
wikitext
text/x-wiki
Odamex provides 3 sets of editing features:
* Doom standard map format
* Boom map format
* Internal support for DEH (Dehacked) and BEX (Boom EXtension) patches, using the DEHACKED lump for either
These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format)
CTF maps can be made using a the Doom Builder configuration file, available in the links section below.
== External links ==
[http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file]
[http://drsleep.newdoom.com/tutor1.shtml Dr Sleep's Doom Editing Tutorials]
45a519ab81029a86afa834e73d3c6abc9d8b9d23
2671
2670
2007-01-12T00:51:42Z
Manc
1
/* External links */
wikitext
text/x-wiki
Odamex provides 2 sets of editing features:
* Doom standard map format
* Boom map format
These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format)
== External links ==
[http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file]
[http://drsleep.newdoom.com/tutor1.shtml Dr Sleep's Doom Editing Tutorials]
11fe38c92feb38aaa82db2a73bbd56e2abf73dae
2670
2007-01-12T00:46:02Z
Russell
4
wikitext
text/x-wiki
Odamex provides 2 sets of editing features:
* Doom standard map format
* Boom map format
These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format)
== External links ==
[http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file]
[http://drsleep.newdoom.com/tutor1.shtml Dr Sleeps Doom editing tutorials]
c6951731a99592a22c9e53b3e9c220cd9b6eeabf
Ending Games
0
1627
3601
3422
2012-02-04T22:50:26Z
Ralphis
3
add sv_intermissionlimit
wikitext
text/x-wiki
Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]].
===fraglimit===
Usage: '''sv_fraglimit (#)'''
Ends a game when the specified number of frags is reached. If set to 0, no fraglimit is enforced.
===timelimit===
Usage: '''sv_timelimit (#)'''
Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. If set to 0, no timelimit is enforced.
===scorelimit===
Usage: '''sv_scorelimit (#)'''
Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached.
In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags.
If set to 0, no scorelimit is enforced.
==Other Useful Map Related Commands/CVARs==
===allowexit===
Usage: '''sv_allowexit (0-1)'''
If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists.
===fragexitswitch===
Usage: '''sv_fragexitswitch (0-1)'''
If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind.
===intermissionlimit===
Usage: '''sv_intermissionlimit (#)'''
Server controlled intermission timer. Time is measured in seconds. The variable defaults to 10 seconds and does not display in coop.
6befbcb325d47ebda27ef7a5ebd787ad6e30c02e
3422
3348
2010-08-06T04:12:03Z
Ralphis
3
wikitext
text/x-wiki
Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]].
===fraglimit===
Usage: '''sv_fraglimit (#)'''
Ends a game when the specified number of frags is reached. If set to 0, no fraglimit is enforced.
===timelimit===
Usage: '''sv_timelimit (#)'''
Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. If set to 0, no timelimit is enforced.
===scorelimit===
Usage: '''sv_scorelimit (#)'''
Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached.
In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags.
If set to 0, no scorelimit is enforced.
==Other Useful Map Related Commands/CVARs==
===allowexit===
Usage: '''sv_allowexit (0-1)'''
If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists.
===fragexitswitch===
Usage: '''sv_fragexitswitch (0-1)'''
If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind.
2d753818490a51afdfc07c5898fb1abd3e796653
3348
3282
2008-09-03T08:52:35Z
Ralphis
3
wikitext
text/x-wiki
Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]].
===fraglimit===
Usage: '''fraglimit (#)'''
Ends a game when the specified number of frags is reached. If set to 0, no fraglimit is enforced.
===timelimit===
Usage: '''timelimit (#)'''
Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. If set to 0, no timelimit is enforced.
===scorelimit===
Usage: '''scorelimit (#)'''
Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached.
In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags.
If set to 0, no scorelimit is enforced.
==Other Useful Map Related Commands/CVARs==
===allowexit===
Usage: '''allowexit (0-1)'''
If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists.
===fragexitswitch===
Usage: '''fragexitswitch (0-1)'''
If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind.
1c46f1c3c03baa907f489baee693bc5b3ef7bd97
3282
3276
2008-08-06T17:10:45Z
Ralphis
3
Added link to map_list
wikitext
text/x-wiki
Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]].
===fraglimit===
Usage: '''fraglimit (#)'''
Ends a game when the specified number of frags is reached.
===timelimit===
Usage: '''timelimit (#)'''
Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes.
===scorelimit===
Usage: '''scorelimit (#)'''
Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached.
In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags.
==Other Useful Map Related Commands/CVARs==
===allowexit===
Usage: '''allowexit (0-1)'''
If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists.
===fragexitswitch===
Usage: '''fragexitswitch (0-1)'''
If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind.
4c07e3e9babdd9a17d293313dc126d223fc61bcc
3276
2008-08-06T17:04:46Z
Ralphis
3
wikitext
text/x-wiki
Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose.
===fraglimit===
Usage: '''fraglimit (#)'''
Ends a game when the specified number of frags is reached.
===timelimit===
Usage: '''timelimit (#)'''
Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes.
===scorelimit===
Usage: '''scorelimit (#)'''
Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached.
In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags.
==Other Useful Map Related Commands/CVARs==
===allowexit===
Usage: '''allowexit (0-1)'''
If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists.
===fragexitswitch===
Usage: '''fragexitswitch (0-1)'''
If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind.
35be89b1f0229b848d115c233efb6f7966ed175f
Exceptionlist
0
1614
3219
2008-06-06T21:38:30Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#exceptionlist]][[Category:Server_commands]]
78434a36a021968c1d41c6a6578ecc6f9b72ab77
Exploit
0
1303
2666
1346
2007-01-09T21:54:17Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
An exploit is use of a program do something it was not meant to do. It usually refers to a piece of code that makes use of a [[vulnerability]] in the source code.
20e6dbfe8cfe6ad30e2c11da7520bc5ea3567ace
1346
2006-03-29T13:51:07Z
Voxel
2
wikitext
text/x-wiki
An exploit is use of a program do something it was not meant to do. It usually refers to a piece of code that makes use of a [[vulnerability]] in the source code.
bc29801f0a86006a62aa34bbacd83c81d447ceb4
FAQ
0
1573
3023
2008-04-25T03:44:15Z
Russell
4
FAQ moved to Frequently Asked Questions: Some people are stupid and don't know what this is, looks better on the front page anyway
wikitext
text/x-wiki
#redirect [[Frequently Asked Questions]]
c769328d611498fa566ff1adbb10351d3ca37ced
Fixed-point
0
1824
3743
2012-08-11T16:32:28Z
AlexMax
9
Created page with "Doom was created when floating-point operations were considered expensive. Thus, it uses a <code>fixed_t</code> when dealing with numbers with fractional parts. A <code>fixe..."
wikitext
text/x-wiki
Doom was created when floating-point operations were considered expensive. Thus, it uses a <code>fixed_t</code> when dealing with numbers with fractional parts. A <code>fixed_t</code> is actually just a normal 32-bit <code>int</code>, but using the <code>fixed_t</code> type more clearly signifies intent.
== Conversion ==
So how do you represent a fraction with a type that is designed for storing whole numbers? You simply use the first 16 bits for representing the whole part of the number, and the other 16 bits for representing the fraction. Thus, to convert an integer to a fixed-point representation, you simply shift left by 16. Doom has a handy constant for this called <code>FRACBITS</code>, so it ends up looking like <code>fixed_number << FRACBITS</code>. If you want to get the whole number out of the <code>fixed_t</code> value, you simply shift right by 16 (<code>fixed_number >> FRACBITS</code>). If you want the fractional part out of the <code>fixed_t</code> for some reason, you simply mask it out by doing a logical AND against the first four bits (<code>fixed_num & 0xFFFF</code>).
Of course, sometimes you have a floating point number that you need to convert to a <code>fixed_t</code> and vice-versa. Doom has two handy macros for converting back and forth, <code>FLOAT2FIXED</code> and <code>FIXED2FLOAT</code>. If you need the number 1 in a fixed-point representation, you don't need to derive it yourself. Doom already has the number 1 as a fixed-point constant, <code>FRACUNIT</code>.
== Arithmatic ==
Before you proceed, a word of warning. Fixed-point arithmetic only has 16-points of whole number precision (−32,768 to 32,767), so it is '''much''' easier to overflow than a normal numeric or floating point type. If you need bigger numbers, you're likely better off using something else.
To add or subtract two fixed-point numbers, simply use a normal addition or subtraction operator.
Multiplication is a little tricky. If you want to multiply a fixed-point number by an integer, simply use a normal multiplication operator. However, if you want to multiply or divide two fixed-point numbers, Doom has two purpose-built functions for that purpose: <code>FixedMul</code> and <code>FixedDiv</code>. Both of these are very easy to overflow, so be careful.
a1a5873851970e256f124caed89378a19f246b95
Fly
0
1443
2188
2006-04-16T05:11:35Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===fly===
Allows the player to become weightless in game.
[[Category:Client_commands]]
97cc08b20b802d7e2d17948014155988cdb77dc9
Forcenextmap
0
1586
3162
3124
2008-05-28T23:16:53Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map_List#forcenextmap]][[Category:Server_commands]]
3f059430ede6546ba5731e465c0860683f434eba
3124
2008-05-13T00:18:37Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map_List#forcenextmap]]
[[Category:Server_commands]]
0cfa5129834c4e527c469402be60802183a5b69f
Forums
0
1485
2604
2006-11-16T16:23:09Z
Manc
1
Forums moved to Message Boards: We refer to them as boards/message boards elsewhere.
wikitext
text/x-wiki
#redirect [[Message Boards]]
2f982f97f9a929297f99ebe1d5d052497bc2cf48
Fov
0
1341
1840
1839
2006-04-06T21:28:09Z
Manc
1
wikitext
text/x-wiki
{{Cheats}}
===fov===
Sets the view angle of the client. Default is 90
[[Category:Client_commands]]
__NOEDITSECTION__
aa7908b68557c5ce748d67f76055e82d6c2ae9bd
1839
1838
2006-04-06T21:27:16Z
Manc
1
wikitext
text/x-wiki
{{Cheats}}
===fov===
Sets the view angle of the client. Default is 90
[[Category:Client_commands]]
__NOEDITSECTION__
7a9442bd87c62ac6d539438169cadedbf2a2380c
1838
1765
2006-04-06T21:25:21Z
Manc
1
/* fov */
wikitext
text/x-wiki
{{Cheats}}
'''fov'''
Sets the view angle of the client. Default is 90
[[Category:Client_commands]]
14865acc97b6f8349f61d9d7dcc7323b93635d3d
1765
1690
2006-04-03T19:21:33Z
AlexMax
9
wikitext
text/x-wiki
{{Cheats}}
===fov===
Sets the view angle of the client. Default is 90
[[Category:Client_commands]]
756eda0c748ea0f2f06e9bb3e73a5d8786097d9d
1690
1605
2006-03-31T06:46:09Z
Voxel
2
wikitext
text/x-wiki
{{Cheats}}
Sets the view angle of the client. Default is 90
[[Category:Client_commands]]
b75d248cdd33c89f8a98dc9105530f4c8aab37f3
1605
1588
2006-03-30T22:31:30Z
Voxel
2
wikitext
text/x-wiki
{{Cheats}}
Sets the view angle of the client. Default is 90
[[Category:Client commands]]
3e0b08577890e0513f459e3d5e5117c013a24d9f
1588
1587
2006-03-30T22:22:55Z
Voxel
2
wikitext
text/x-wiki
{{cheat}}
Sets the view angle of the client. Default is 90
[[Category:Client commands]]
8629da89f5ddd7b47f8953297c66946a06f004f9
1587
1586
2006-03-30T22:17:00Z
Voxel
2
wikitext
text/x-wiki
Sets the view angle of the client. Default is 90
[[Category:Client commands]]
cdd6c986605a863b6787e91c483e83dab4cc222a
1586
2006-03-30T22:16:14Z
Voxel
2
wikitext
text/x-wiki
Sets the view angle of the client. Default: 90.
[[Category:Client commands]]
568ab138aa43a7dd51c713bf8095d0b5a7d37691
FrameHenshaw176
0
1795
3694
2012-07-11T17:43:29Z
188.167.53.80
0
Created page with "<h1>SEO London</h1> Online visibility is a have to for organization good results. You have to be identified on search engines and even heard and those which are thriving do s..."
wikitext
text/x-wiki
<h1>SEO London</h1>
Online visibility is a have to for organization good results. You have to be identified on search engines and even heard and those which are thriving do so considering they are focussed on being visible. [http://hexaseo.co.uk seo london]
Profile, advertising and marketing and advertising have undergone radical alter because the evolution of the web based. When people look for a item or service, the web based is the 1st place they go and this need to be your initially port of call you turn to for those who need to have individuals to see who you might be as well as the merchandise you deliver.
Search engine optimisation (SEO) is the process of becoming high rankings on search engines and at this time constitutes an certainly fundamental portion of home business development, in spite of what your enterprise does. Such points very easily cannot be dismissed.
If you want to uncover to the most beneficial then you need to embrace SEO and be located on the search engines.
SEO can seem daunting and a great many definitely calls for a solid understanding and mostly it really is some thing preferred left at the capable hands of a expert SEO agency. Professional agencies specialise in SEO and their results are a very good example of what might be carried out by letting specialists do what they do perfect. SEO just isn't pricey for the services obtainable. SEO is usually a solid investment than a small business price considering ongoing SEO has long terms positive aspects and is usually regarded as an asset rather than a be concerned.
Many businesses profit from the speed of implementation a expert SEO can present. Professional agencies find out their customers and who their target audience is and tailor their SEO campaigns to suit. The results they obtain are exceptional, top to much improved Google rankings, web links, business enquiries and eventually, orders. [http://hexaseo.co.uk seo london]
There are huge numbers of buyers offered who could be interested in what you have to supply. With SEO you can actually attract them and your home business will be transformed with assist from the authorities. Moving upwards in
Getting a top ranking on Google being significantly more sales, it really is as simple as that.
The world of search engine optimisation has been accelerating at fairly a pace. In terms of the amount of cash spent on the marketing channel, budgets have gone by way of the roof and, despite a recent slowdown, growth is yet in double figures. But the way an SEO Company handles both of its clients' person search engine marketing and advertising techniques has as well remained in a continuous state of flux. [http://hexaseo.co.uk seo london]
With Google, and other best search engine optimisation businesses, vying to make their service a lot more useable to the average on the web user at the same time as boosting security and reducing spamming issues, SE optimisation approaches have come to be increasingly complex. Getting to the best of Google is as challenging - if not significantly more challenging - as it ever was and consulting having a professional seo consultant can offer you providers the edge they want over their competitors.
ca0ad54a9def8e9dda1b716dd7357bf9973bb43a
Frequently Asked Questions
0
1321
3945
3944
2019-12-27T20:24:24Z
Hekksy
139
Added Discord information and updated the URL for Doom1.wad since the old one was no longer in service
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
=== Where is the best place to get help with Odamex fast? ===
If our wiki does not answer your questions, the best place to ask for help is our [[Discord]] server. Many users are online that are willing to help within minutes. After that would of course be our [[Message Boards]].
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (8, 7, Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
====CONSOLE====
Microsoft XBox
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|class="table table-inverse table-striped"
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.12.1
|style="color:#44FF66"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [https://doomwiki.org/wiki/DOOM1.WAD Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
9377d399e7f43e01f620af0c1092b3b84022123e
3944
3864
2019-12-27T20:20:48Z
Hekksy
139
/* What data files are required? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (8, 7, Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
====CONSOLE====
Microsoft XBox
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|class="table table-inverse table-striped"
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.12.1
|style="color:#44FF66"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [https://doomwiki.org/wiki/DOOM1.WAD Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
605e7ca5f69aafe54c56fdcff87f0d2373b40a40
3864
3815
2018-05-01T21:19:41Z
HeX9109
64
/* What data files are required? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (8, 7, Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
====CONSOLE====
Microsoft XBox
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|class="table table-inverse table-striped"
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.11.3
|style="color:#44FF66"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
5cea8bc93ae8d67c73e12a8ee00783323da19412
3815
3814
2015-01-27T02:41:03Z
Manc
1
/* What data files are required? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (8, 7, Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
====CONSOLE====
Microsoft XBox
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|class="table table-inverse table-striped"
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:#44FF66"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
3f2bed2dbce7fa4a0ee1b4fbb29d066892ed3619
3814
3779
2015-01-27T02:38:40Z
Manc
1
/* What data files are required? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (8, 7, Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
====CONSOLE====
Microsoft XBox
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|class="table table-inverse table-striped"
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
46af6a28c85c7719358094cb6ac61dedf1e3f02b
3779
3778
2013-12-13T04:51:35Z
HeX9109
64
/* Playability */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (8, 7, Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
====CONSOLE====
Microsoft XBox
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features.
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
46d9cfc9b59e40e90a467af36876bdb797de8b70
3778
3777
2013-12-13T04:48:15Z
HeX9109
64
/* What platforms can Odamex run on? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (8, 7, Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
====CONSOLE====
Microsoft XBox
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
4278744f7e952d9eb56c5e1b5a3c021427587779
3777
3250
2013-12-13T04:46:54Z
HeX9109
64
/* Will Odamex support advanced features? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level).
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
a0d6169b4de9dd76f55599947237ea69b98643fd
3250
3176
2008-07-18T20:33:21Z
Voxel
2
/* When will Odamex be released? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
2ad3420a23dd1ef5b344afdc4ff1e681e190dc76
3176
3175
2008-06-01T12:02:13Z
Voxel
2
/* How do I record and/or playback Demo files? */
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
See the [[recordvanilla]] console command
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
4a5fb9febfb8fcd6c4c630c98586657010f51707
3175
3037
2008-06-01T10:39:11Z
Ralphis
3
freedoom is now .6.2
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.6.2
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
077958e8b47b17d2effc30d52216a37db3658c48
3037
3022
2008-05-05T04:48:46Z
Russell
4
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
0e0542fe199e498efb143258d24fd57425dd93c7
3022
2986
2008-04-25T03:44:15Z
Russell
4
FAQ moved to Frequently Asked Questions
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
ceb3c40be9f5147d72000c3eadc338d03a6e6955
2986
2984
2008-01-14T06:02:10Z
Russell
4
wrong, this better?
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
ceb3c40be9f5147d72000c3eadc338d03a6e6955
2984
2964
2008-01-14T05:56:52Z
Russell
4
sp
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
2cbad41c04120e812f52744838e36ab021037714
2964
2962
2007-11-23T22:32:27Z
Manc
1
Tell people how to submit faq suggestions
wikitext
text/x-wiki
Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it).
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
dd354898ed71728d0087e70b1e8caa86cebc4027
2962
2888
2007-11-08T05:07:56Z
Ralphis
3
/* Intel x86 */ added vista
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (Vista, XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
4b1da7904da691a25362ee4fbfb232504991a091
2888
2887
2007-04-05T20:48:24Z
AlexMax
9
/* There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
642d63f88fee3f2cb49495c2a5de510c6c119765
2887
2886
2007-04-05T20:47:47Z
AlexMax
9
/* What's up with this? I can't connect to some of the servers! */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! ===
Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable.
=== There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. ===
Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help track down these bugs. Please read the section on [[Bugs]] for more information on how you can help.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
9d454893e843f9f4d8232c84af7e1c340050b05a
2886
2816
2007-04-05T20:39:35Z
AlexMax
9
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== What's up with this? I can't connect to some of the servers! ===
Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
e09ac5a391fc4df110c2df31eae6572be7af9e18
2816
2801
2007-01-29T07:16:34Z
AlexMax
9
/* Intel x86 */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Solaris
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
0bf7381b19257bee4590ee138a5792f8ca0b505b
2801
2524
2007-01-25T07:22:09Z
AlexMax
9
/* What platforms can Odamex run on? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
===What platforms can Odamex run on?===
Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets:
====Intel x86====
* Windows NT family (XP, 2000, 2003)
* Windows 9x family (98, 95, Me)
* Linux
* FreeBSD
* OpenBSD
* Mac OS X
====PowerPC====
* Mac OS X
* Linux
====SPARC====
* Solaris
If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]].
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
8ffdc7774d7c24948e621e33d96f8d46735ab97e
2524
2523
2006-11-06T00:11:23Z
EarthQuake
5
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
c50d8ee5b51d44cf12f3c2d01f2ced0ac49c52ba
2523
2516
2006-11-06T00:09:28Z
EarthQuake
5
/* General Questions */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
a2305df4d3ca537952540c705a5e70b70e467171
2516
2508
2006-11-05T18:24:31Z
AlexMax
9
ralphis fails at placing questions
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
=== How do I record and/or playback Demo files? ===
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
de7f0f7dde898217e864bd657e712e45e74088f6
2508
2495
2006-11-05T02:49:41Z
Ralphis
3
Added demo question
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
=== How do I record and/or playback Demo files? ==
688d20e436782a3ce7ba410c0d6ba3d7d78b3e2c
2495
2494
2006-11-03T12:05:46Z
Voxel
2
/* I love enhanced gameplay and features. What does Odamex offer me? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]).
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
d1f570343e722a6a802bb8e1128402f6da32c57a
2494
2493
2006-11-03T12:02:03Z
Voxel
2
/* What does the name 'Odamex' mean? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it.
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer EXperience
c0fcaf0008e96b4e03d209d815ebefdd7c30081f
2493
2492
2006-11-03T12:01:21Z
Voxel
2
/* Security */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it.
== Security ==
=== What is being done about the security of Odamex? ===
* Multiple master support has been added to protect our network
* All important communication paths have challenge/response spoof protection
* [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext
=== How will cheaters be dealt with? ===
See the [[Cheating|cheating]] page.
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
68cfee52a8e357cc29648d06f9d6ad71a66e276b
2492
2491
2006-11-02T06:48:10Z
Manc
1
/* What platforms can Odamex run on? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/2003/XP (both native and Cygwin)
* Windows 9x/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it.
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
084048d02d434c5e6bc4081a2a948fce1a29736e
2491
2440
2006-11-02T06:45:32Z
Manc
1
/* What data files are required? */ Add direct link to doom shareware
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
* [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9)
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it.
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
efe247dcc2c4f95e4df9499dfcd3a14e1564749a
2440
2439
2006-10-27T16:00:30Z
Ralphis
3
/* What does Odamex stand for? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it.
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does the name 'Odamex' mean? ===
The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
256178eecfa6201c1a92257179a15677e693297b
2439
2418
2006-10-27T15:58:59Z
Ralphis
3
/* I love enhanced gameplay and features. What does Odamex offer me? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it.
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
9fbf1725edd7cc51c7e21f5778db05850b0fd030
2418
2417
2006-10-24T10:37:58Z
Voxel
2
/* What data files are required? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming.
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
d12bce255af3d3e1d96da0b8cd70d0eda2da0f1b
2417
2416
2006-10-24T03:04:01Z
Deathz0r
6
some more changes
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom.
=== I love enhanced gameplay and features. What does Odamex offer me? ===
Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming.
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
4c4ad5f1f7fcc77f71aa098f74d1b481b591daef
2416
2415
2006-10-24T02:55:59Z
Deathz0r
6
some changes
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]].
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love enhanced gameplay and features. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog].
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the word around! If you are a programmer you can release [[patches]] to the development team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
e74b1c89b1e31972844bcdd5afe13bf8c6432150
2415
2414
2006-10-24T02:47:41Z
AlexMax
9
/* I love newschool gameplay. What does Odamex offer me? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license.
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love enhanced gameplay and features. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! If you are a programmer you can release patches to the dev team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
300e993aeefc62a9ba81839c41fb10b45bbe38bc
2414
2413
2006-10-24T02:47:01Z
216.164.140.220
0
/* I want to contribute to Odamex! What can I do to help? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license.
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! If you are a programmer you can release patches to the dev team for possible inclusion in the next revision.
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
e76cab22cd9039e3ca18986b4b3bfc1a4e5203f1
2413
2412
2006-10-24T02:42:14Z
Anarkavre
11
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license.
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around!
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
fd0f3c6628e306aa29165245ed2f3ac9cd04c951
2412
2411
2006-10-24T02:40:25Z
Anarkavre
11
/* Why Odamex? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license.
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around!
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
3cfa8ae534807880bd4da949b2f353ae812fb552
2411
2410
2006-10-24T02:39:30Z
Anarkavre
11
/* Why Odamex? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly of this belief we have chosen to release the Odamex source code under the GNU GPLv2 license.
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around!
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
9fd1d3597afcc7ac80a6235148b3cd27b063b908
2410
2408
2006-10-24T02:37:02Z
Anarkavre
11
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better and because of this fact we have chosen to release the Odamex source code under the GNU GPLv2 license.
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around!
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
1b00577035f4a62d6074f4262cc3cf0929f50098
2408
2407
2006-10-24T02:27:17Z
Anarkavre
11
/* I want to contribute to Odamex! What can I do to help? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around!
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
e850a24a52c085bb92da73a954c86e9e4289be9c
2407
2406
2006-10-24T02:26:42Z
Anarkavre
11
/* I want to contribute to Odamex! What can I do to help? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
There are many things you can do to contribute to Odamex. You could help squash [[Bugs]] or just spread the Odamex word around!
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
32625f8d0cb8f4a4f077da5bebf6e8d02ddb340e
2406
2405
2006-10-24T02:23:12Z
Anarkavre
11
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
See [[Bugs]] for more information.
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
0afef3059e31b725586a2be747e48817e0b4a73b
2405
2404
2006-10-24T02:22:14Z
Anarkavre
11
/* When will Odamex be released? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
31aa1f209415c39e1f4295f8d2e914105aa26485
2404
2403
2006-10-24T02:19:44Z
Anarkavre
11
/* When will Odamex be released? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no official date has been set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
d9417688aee7159cd7409c0140263b8407ff2f41
2403
2402
2006-10-24T02:18:22Z
Anarkavre
11
/* When will Odamex be released? */
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
When it's done. No really, no accurate date has been currently set for a release.
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
efe3bed5e2037af4ba6c7563698442dca9b4f416
2402
2393
2006-10-24T02:11:24Z
Anarkavre
11
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
=== Will Odamex support advanced features? ===
That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced.
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
dfac77de725e388d65da4e300576d48e2c9af280
2393
2392
2006-10-09T21:59:35Z
67.100.236.58
0
/* What does Odamex stand for? */ Add bit about it not actually being an acronym
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
7ab7609dd76abdafd68300905629bb87a87b7512
2392
2391
2006-10-09T21:58:32Z
67.100.236.58
0
/* What does Odamex stand for? */ Extension? No, Experience
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Experience
3e2f4caba1e3a3f37c2b8c7896723977f36bd089
2391
2390
2006-10-09T18:47:27Z
AlexMax
9
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
== Requirements ==
=== What platforms can Odamex run on? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP (both native and Cygwin)
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== Are there any set hardware requirements? ===
Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Extension
eaa511ad64debaaa3e3329239ad84981e778000f
2390
2387
2006-10-09T18:43:00Z
AlexMax
9
wikitext
text/x-wiki
== General Questions ==
=== Why Odamex? ===
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playability ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== I am a veteran doom2.exe player. What does Odamex offer me? ===
=== I love newschool gameplay. What does Odamex offer me? ===
== Security ==
=== What is being done about the security of Odamex? ===
=== How will cheaters be dealt with? ===
== Development ==
=== When will Odamex be released? ===
=== I want to contribute to Odamex! What can I do to help? ===
=== I found a bug! What should I do? ===
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Extension
12296d595a03f079e287c25fe6211978aad6af8e
2387
2290
2006-10-09T18:31:40Z
84.92.173.189
0
/* What data files are required? */ freedoom iwad is also named DOOM2.WAD
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Extension
35ee9adc03f2d27c8aa6707913e774fada174b97
2290
2289
2006-09-19T09:12:26Z
Russell
4
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The following are free to download and use:
* [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software."
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
* Online Doom Multiplayer Extension
b5be7b3e6631e0c0987697374ef74908c248b0cb
2289
2029
2006-09-19T09:08:38Z
Russell
4
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solaris
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.4.1
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
44c0861725f71f10d29850c6f8074df38824b5c1
2029
2028
2006-04-12T12:02:57Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM2.WAD
|Doom 2
|v1.9
|style="color:red"|
commercial
|-
|DOOM.WAD
|Ultimate Doom
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|Final Doom
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|Final Doom
|v1.9
|style="color:red"|
commercial
|-
|DOOM1.WAD
|Shareware Doom
|v1.9
|style="color:orange"|
shareware
|-
|FREEDOOM.WAD
|FreeDoom
|v0.4.1
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
5148ea933cedae6eead85e979bc2f7779b256f0a
2028
2027
2006-04-12T12:02:43Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM2.WAD
|Doom 2
|v1.9
|style="color:red"|
commercial
|-
|DOOM.WAD
|Ultimate Doom
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|Final Doom
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|Final Doom
|v.19
|style="color:red"|
commercial
|-
|DOOM1.WAD
|Shareware Doom
|v1.9
|style="color:orange"|
shareware
|-
|FREEDOOM.WAD
|FreeDoom
|v0.4.1
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
c54402902a07b7084e1232cd8da477ac908ee212
2027
2002
2006-04-12T12:01:21Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM2.WAD
|Doom 2
|v1.9
|style="color:red"|
commercial
|-
|DOOM.WAD
|Ultimate Doom
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD and EVOLUTION.WAD
|Final Doom
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|Final Doom
|???
|style="color:red"|
commercial
|-
|DOOM1.WAD
|Shareware Doom
|v1.9
|style="color:orange"|
shareware
|-
|FREEDOOM.WAD
|FreeDoom
|v0.4.1
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
4d3375f55d99de92432686ee04be57fae232fd3d
2002
2001
2006-04-12T00:03:56Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM2.WAD
|Doom 2
|v1.9
|style="color:red"|
commercial
|-
|DOOM.WAD
|Ultimate Doom
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD and EVOLUTION.WAD
|Final Doom
|v1.9
|style="color:red"|
commercial
|-
|DOOM1.WAD
|Shareware Doom
|v1.9
|style="color:orange"|
shareware
|-
|FREEDOOM.WAD
|FreeDoom
|v0.4.1
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
cd52c8d38e33e1ee0a8b52a9dc64cfa1794282eb
2001
2000
2006-04-12T00:02:57Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Version !!Availability
|-
|DOOM2.WAD
|v1.9 (Doom 2)
|style="color:red"|
commercial
|-
|DOOM.WAD
|v1.9 (Ultimate Doom)
|style="color:red"|
commercial
|-
|TNT.WAD and EVOLUTION.WAD
|v1.9 (Final Doom)
|style="color:red"|
commercial
|-
|DOOM1.WAD
|v1.9 (Shareware Doom)
|style="color:orange"|
shareware
|-
|FREEDOOM.WAD
|v0.4.1 (FreeDoom)
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
6a792e72b3eb33d9896f33151a5154ad0e4b6f25
2000
1999
2006-04-12T00:01:43Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Availability
|-
|DOOM2.WAD v1.9 (Doom 2)
|style="color:red"|
commercial
|-
|DOOM.WAD v1.9 (Ultimate Doom)
|style="color:red"|
commercial
|-
|TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
|style="color:red"|
commercial
|-
|DOOM1.WAD v1.9 (Shareware Doom)
|style="color:orange"|
shareware
|-
|FREEDOOM.WAD v0.4.1 (FreeDoom)
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
984e3c54c6d88273b60fe1c35d4fb54d6d541ef6
1999
1998
2006-04-12T00:01:29Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Availability
|-
|DOOM2.WAD v1.9 (Doom 2)
|style="color:red"|
commercial
|-
|DOOM.WAD v1.9 (Ultimate Doom)
|style="color:red"|
commercial
|-
|TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
|style="color:red"|
commercial
|-
|DOOM1.WAD v1.9 (Shareware Doom)
|style="orange"|
shareware
|-
|FREEDOOM.WAD v0.4.1 (FreeDoom)
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
d777e94680fc564833f35a8efa4b24b9be7659a4
1998
1997
2006-04-11T23:58:12Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
! Resource !!Availability
|-
|DOOM2.WAD v1.9 (Doom 2)
|color=orange
commercial
|-
|DOOM.WAD v1.9 (Ultimate Doom)
|color=orange
|commercial
|-
|TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
|color=orange
|commercial
|-
|DOOM1.WAD v1.9 (Shareware Doom)
|color=yellow
|shareware
|-
|FREEDOOM.WAD v0.4.1 (FreeDoom)
|color=green
|free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
f9a70240c731313ecb78f8bb672fbcd5e6491e4b
1997
1996
2006-04-11T23:55:09Z
83.67.16.209
0
/* What data files are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
{|border=1
|-
|DOOM2.WAD v1.9 (Doom 2)
|commercial
|-
|DOOM.WAD v1.9 (Ultimate Doom)
|commercial
|-
|TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
|commercial
|-
|DOOM1.WAD v1.9 (Shareware Doom)
|shareware
|-
|FREEDOOM.WAD v0.4.1 (FreeDoom)
|free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
6d3bde16a1bede52bf6e25d5d56955617069e5e1
1996
1978
2006-04-11T22:09:33Z
Ralphis
3
/* What does Odamex stand for? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!"
* "Oh! Yes! Fur!" as read in Russian
16dc488153cf2c207729a2339d89ff7f286525ad
1978
1977
2006-04-11T19:53:32Z
Voxel
2
/* What are the minimum operating system requirements? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux.
* "Oh! Yes! Fur!" as read in Russian
4c125214c29765268f713df7e9f2846a0d6e6a03
1977
1976
2006-04-11T19:52:36Z
Voxel
2
/* What libraries are required? */
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What libraries are required? ===
* SDL
* SDL mixer
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux.
* "Oh! Yes! Fur!" as read in Russian
bd906b092475241001d5563efb2169338c814259
1976
1969
2006-04-11T19:52:01Z
Voxel
2
wikitext
text/x-wiki
== Requirements ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What libraries are required? ===
=== What data files are required? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
== Playing ==
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
== Misc ==
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux.
* "Oh! Yes! Fur!" as read in Russian
b1f020976af674b8793e4a0588da1edcb282359b
1969
1968
2006-04-11T19:38:15Z
Voxel
2
/* What does Odamex stand for? */
wikitext
text/x-wiki
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What are the minimum Doom requirements? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
* What fraggle says when he is trying to get X working in Linux.
* "Oh! Yes! Fur!" as read in Russian
6b0c31c5219b2e50dd9919b1dc46ce2763b8cfc5
1968
1967
2006-04-11T19:36:46Z
Voxel
2
/* What are the minimum operating system requirements? */
wikitext
text/x-wiki
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile and run on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What are the minimum Doom requirements? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
*What fraggle says when he is trying to get X working in Linux.
7864506fb3a3f3c9407a80d28984c99eb7c7aac1
1967
1965
2006-04-11T19:33:22Z
AlexMax
9
/* What does Odamex stand for? */
wikitext
text/x-wiki
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What are the minimum Doom requirements? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
*What fraggle says when he is trying to get X working in Linux.
9f662efce6054fe4310b3a6c898da771f2838037
1965
1954
2006-04-11T19:32:07Z
AlexMax
9
wikitext
text/x-wiki
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What are the minimum Doom requirements? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== What does Odamex stand for? ===
Some suggestions of what it could mean follow:
*Ogrish, Demonic Ass, Manifesting Excrement and Xenophobia
*What fraggle says when he is trying to get X working in Linux.
71025e6a63b5ba11f69854357909811989ab3bc8
1954
1953
2006-04-11T14:02:39Z
AlexMax
9
wikitext
text/x-wiki
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What are the minimum Doom requirements? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
=== Help! Everyone moves too fast and I get killed within seconds! ===
Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch.
=== Why can't I always win? ===
See {{Bug|1}}
971fb480c4638adfba92badd0c8221b010b48981
1953
1952
2006-04-11T14:00:07Z
AlexMax
9
/* = */
wikitext
text/x-wiki
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What are the minimum Doom requirements? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
=== Why can't I always win? ===
See {{Bug|1}}
e786edee8265badf12eec200f9c3aeedbb921449
1952
1951
2006-04-11T13:59:56Z
AlexMax
9
/* Gameplay */
wikitext
text/x-wiki
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipsets:
* Intel/Advanced Micro Devices x86
* Apple/IBM/Motorola PowerPC
* Sun SPARC
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What are the minimum operating system requirements? ===
Odamex has been tested and has been confirmed to compile on the following operating systems:
* Windows 2000/XP
* Windows 98/Me
* Linux
* FreeBSD
* Mac OS X
* Solairs
However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established.
=== What are the minimum Doom requirements? ===
Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are:
*DOOM2.WAD v1.9 (Doom 2)
*DOOM.WAD v1.9 (Ultimate Doom)
*TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom)
*DOOM1.WAD v1.9 (Shareware Doom)
*FREEDOOM.WAD v0.4.1 (FreeDoom)
The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version.
The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute.
=== What
=== Why can't I always win? ===
See {{Bug|1}}
e5c332e4e97ea3365b91a193e678e5071458dab9
1951
1950
2006-04-11T13:35:47Z
AlexMax
9
/* Why can't I always win? */
wikitext
text/x-wiki
== Gameplay ==
=== What are the minimum hardware requirements? ===
Odamex is very flexible, and can run on any of the following chipset and operating system combinations:
'''x86'''
*Windows NT/2000/XP
*Windows 95/98/Me
*Linux
*FreeBSD
*Mac OS X (?)
'''PPC'''
*Linux
*Mac OS X
'''SPARC'''
*Solaris Operating Environment
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== What
=== Why can't I always win? ===
See {{Bug|1}}
f003480e1efaa3532401ed5e27347312e9269780
1950
1667
2006-04-11T13:34:51Z
AlexMax
9
/* Why can't I always win? */
wikitext
text/x-wiki
== Gameplay ==
=== What are the minimum system requirements? ===
Odamex is very flexible, and can run on any of the following chipset and operating system combinations:
'''x86'''
*Windows
*Linux
*FreeBSD
*Mac OS X (?)
'''PPC'''
*Linux
*Mac OS X
'''SPARC'''
*Solaris Operating Environment
However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine.
=== Why can't I always win? ===
See {{Bug|1}}
255234e4c48eafa5cd9e0c9a928da7dcbc74e8ba
1667
1449
2006-03-31T06:17:35Z
Voxel
2
/* Why can't I always win? */
wikitext
text/x-wiki
== Gameplay ==
=== Why can't I always win? ===
See {{Bug|1}}
1492c1db106434fa25fccd744c1b20dc8f3fd7c4
1449
1448
2006-03-30T19:14:30Z
Voxel
2
wikitext
text/x-wiki
== Gameplay ==
=== Why can't I always win? ===
See [[bugs|bug]] number [http://odamex.net/bugs/show_bug.cgi?id=1 1]
6e35da3eb532a807fe13c58fcd6f030ea4508377
1448
2006-03-30T19:13:56Z
Voxel
2
wikitext
text/x-wiki
== Gameplay ==
=== Why can't I win? ===
See [[bugs|bug]] number [http://odamex.net/bugs/show_bug.cgi?id=1 1]
576fd0e504f23bc5b58caf976f6a848aad006b16
Fullscreen
0
1529
2828
2007-01-31T21:43:43Z
AlexMax
9
wikitext
text/x-wiki
===fullscreen===
0: Run Odamex in a window<br>
1: Run Odamex fullscreen<br>
[[Category:Client_variables]]
08ea5dd767aed01f8f8edc161a7de3bb3891e455
GUI
0
1738
3597
3596
2012-01-02T17:55:05Z
AlexMax
9
wikitext
text/x-wiki
Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on.
Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch.
== Compiling ==
Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype.
=== AGAR ===
You need SDL and Freetype already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk.
[http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL]
To actually compile AGAR, you need to run this command as your configure command:
<code>./configure --without-jpeg --without-png --without-gl --entable-threads</code>
On Windows, you must use MSYS to compile this library. Assuming that you've extracted SDL and Freetype to their own freestanding directory for use when compiling Odamex, this leaves you with either trying to get the configure to find the includes and libs where they sit on your filesystem, or simply recompiling and installing them directly into the MSYS environment so the configure script can find them easily.
Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go.
=== Functionality ===
Right now it's not really functional. However, if you're nuts enough to have compiled my GUI branch, here are some cvars you might be interested in:
* '''gui_toggle''' Toggles visibility of the GUI on and off (will be gone soon)
* '''gui_doommenus''' If enabled, the classic Doom menus will appear if you press escape, and the GUI will only appear if you select "Options". If disabled, the classic doom menu will not show at all and you will immediately be thrust into the GUI when you press escape. (doesn't actually work yet)
e60e15571da4645dbec6a908dd2c183bf4d4c295
3596
3595
2011-12-30T20:03:18Z
AlexMax
9
wikitext
text/x-wiki
Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on.
Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch.
== Compiling ==
Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype.
=== AGAR ===
You need SDL and Freetype already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk.
[http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL]
To actually compile AGAR, you need to run this command as your configure command:
<code>./configure --without-jpeg --without-png --without-gl --entable-threads</code>
On Windows, you must use MSYS to compile this library. Assuming that you've extracted SDL and Freetype to their own freestanding directory for use when compiling Odamex, this leaves you with either trying to get the configure to find the includes and libs where they sit on your filesystem, or simply recompiling and installing them directly into the MSYS environment so the configure script can find them easily.
Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go.
ec193da39ec22f7a9382afec35e8b5270645ab80
3595
3594
2011-12-30T19:54:20Z
AlexMax
9
/* AGAR */
wikitext
text/x-wiki
Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on.
Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch.
== Compiling ==
Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype.
=== AGAR ===
You need SDL and Freetype already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk.
[http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL]
To actually compile AGAR, you need to run this command as your configure command:
<code>./configure --without-jpeg --without-png --without-gl --entable-threads</code>
On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS, since you have to set up SDL and Freetype again within the MSYS environment.
Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go.
f29d2ed9698f911832c192f05f04e4073ecc26d4
3594
3593
2011-12-30T19:53:35Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on.
Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch.
== Compiling ==
Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype.
=== AGAR ===
You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk.
[http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL]
To actually compile AGAR, you need to run this command as your configure command:
<code>./configure --without-jpeg --without-png --without-gl --entable-threads</code>
On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS, since you have to set up SDL and Freetype again within the MSYS environment.
Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go.
ca8c2f8ca6711c6d8cfcecfb9e649a6db78f0b35
3593
3592
2011-12-30T19:51:26Z
AlexMax
9
wikitext
text/x-wiki
Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on.
Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch.
== Compiling ==
Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. On Windows, you also need pthreads-w32.
=== AGAR ===
You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk.
[http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL]
To actually compile AGAR, you need to run this command as your configure command:
<code>./configure --without-jpeg --without-png --without-gl --entable-threads</code>
On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS, since you have to set up SDL and Freetype again within the MSYS environment.
Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go.
a88f3b9a1694cce2b2dcf5580f056e9c433afa10
3592
3591
2011-12-30T19:26:14Z
AlexMax
9
/* AGAR */
wikitext
text/x-wiki
Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on.
Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch.
== Compiling ==
Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. On Windows, you also need pthreads-w32.
=== AGAR ===
You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk.
[http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL]
To actually compile AGAR, you need to run this command as your configure command:
<code>./configure --without-jpeg --without-png --without-gl --entable-threads</code>
On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS. My advice? Use a pre-assembled AGAR include directory and library which I might provide a link for...
b35ed9b4577e9fca79f8712d48306e74fcd0c768
3591
2011-12-30T18:41:22Z
AlexMax
9
wikitext
text/x-wiki
Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on.
Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch.
== Compiling ==
Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. On Windows, you also need pthreads-w32.
=== AGAR ===
You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk.
[http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL]
To actually compile it, you need to run this command as your configure command:
<code>./configure --without-jpeg --without-png --without-gl --entable-threads</code>
f2564bacbaf52de27efaeb15f64c5187d917f65e
Gamemode
0
1414
2131
2130
2006-04-14T22:03:54Z
AlexMax
9
wikitext
text/x-wiki
===gamemode===
Prints detailed information about the current game mode to the console.
[[Category:Client_commands]]
2372c0c77e07f11f220683eb3b597a0657e551fc
2130
2006-04-14T22:03:43Z
AlexMax
9
wikitext
text/x-wiki
===serverinfo===
Prints detailed information about the current game mode to the console.
[[Category:Client_commands]]
845d715e22744334d9c1b54a66b60a394b01d8eb
Gameplay
0
1395
2854
2853
2007-02-16T04:15:59Z
Nautilus
10
/* Straferunning */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, allowing you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game.
For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters.
=== Chaingun ===
This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user and can be dodged with reasonable ease from a distance.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are three other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with in any given map, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons that require their users to be as close as possible to another player to damage that player. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack is used; the power-up restores one's health to 100% and significantly boosts the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
cbcae7c8ab9908edc162cd4e5ebd086df5f122b1
2853
2852
2007-02-16T04:15:30Z
Nautilus
10
/* Plasma Rifle */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game.
For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters.
=== Chaingun ===
This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user and can be dodged with reasonable ease from a distance.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are three other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with in any given map, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons that require their users to be as close as possible to another player to damage that player. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack is used; the power-up restores one's health to 100% and significantly boosts the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
9504e05c83dd8b7c050b684f3b290298a720ea56
2852
2851
2007-02-16T04:14:29Z
Nautilus
10
/* Other */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game.
For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters.
=== Chaingun ===
This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are three other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with in any given map, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons that require their users to be as close as possible to another player to damage that player. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack is used; the power-up restores one's health to 100% and significantly boosts the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
469f700c57b11fe3a2572602b42178e4719b6188
2851
2850
2007-02-16T04:12:31Z
Nautilus
10
/* Shotgun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game.
For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters.
=== Chaingun ===
This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
f5f24cc92484acae673d93e4bbd508dbe69dfc8c
2850
2849
2007-02-16T04:11:51Z
Nautilus
10
/* Chaingun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game.
For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters.
=== Chaingun ===
This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
7f978d901ddd3149b99f04a39453e7a6ea28835e
2849
2848
2007-02-16T04:08:09Z
Nautilus
10
/* Rocket Launcher */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game.
For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
f2c0794a5d8fe409363971edeb1622814dc1a3c3
2848
2847
2007-02-16T04:06:08Z
Nautilus
10
/* BFG 9000 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game.
For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
f13d9bda316ebc4dcc96b89d2c16027db9bbd4f8
2847
2702
2007-02-16T03:58:59Z
Nautilus
10
/* Combat Shotgun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
111005ee64648e9a648d4223495b3c5461e02e01
2702
2376
2007-01-18T21:25:50Z
Zorro
22
/* Other */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent.
822265774b4640bb442d02da0dcfdd670886274b
2376
2375
2006-10-02T01:45:45Z
Nautilus
10
/* Other */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist.
357212b738acdf5c4eacad2841e74e1dc97fb503
2375
2374
2006-10-02T01:44:56Z
Nautilus
10
/* Shotgun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
ee138516fc63ebb5a1a4da0dc5c63240fc514e5b
2374
2373
2006-10-02T01:41:31Z
Nautilus
10
/* Plasma Rifle */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
467574a935f1584afbd8225314ad2ac95ef7209d
2373
2372
2006-10-02T01:39:51Z
Nautilus
10
/* Chaingun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
94390bb1f95df9caabbf68588030f68f3eefc5c5
2372
2371
2006-10-02T01:38:27Z
Nautilus
10
/* Rocket Launcher */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range).
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
aa4d663cda3d10c138a757af720c2a34af94623b
2371
2370
2006-10-02T01:37:21Z
Nautilus
10
/* BFG 9000 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
d770f778ee9b78cb1e30228c5875f48a67a9813e
2370
2369
2006-10-02T01:36:57Z
Nautilus
10
/* BFG 9000 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
a716b84173b4609967d751b96fec77ae78d05410
2369
2368
2006-10-02T01:36:09Z
Nautilus
10
/* Combat Shotgun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
ba9141d2f385b70cc797c2f49b53d189463f2361
2368
2367
2006-10-02T01:35:01Z
Nautilus
10
/* Combat Shotgun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
04d47661f4d6cda9444feb5c2de799d1524a5fc9
2367
2242
2006-10-02T01:32:35Z
Nautilus
10
/* Movement */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to.
=== SR50 ===
SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backward Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
cf010a3445866119aae9ddf2e40adc0d2471dd98
2242
2241
2006-05-16T01:36:47Z
Manc
1
Altdeath and Deathmatch explained in their own articles
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a variant of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
d87a1b48006f466736ae16d4cfb403238a72f322
2241
2219
2006-05-16T01:36:00Z
71.194.112.132
0
Remove controls - stating the obvious not necessary
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a variant of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
00ea197dbcc489de1422520e7ef1f59b7b9487ec
2219
2213
2006-04-24T01:51:47Z
EarthQuake
5
/* SR50 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a variant of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
11ebfc9096940953c664cf9b5347bc8ab1a4641d
2213
2212
2006-04-19T14:23:15Z
EarthQuake
5
/* Plasma Rifle */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
20a4b40fc41e94f0b7378a3707492488e4d80c06
2212
2211
2006-04-19T14:19:27Z
EarthQuake
5
/* Weapons */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Combat Shotgun ===
This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== BFG 9000 ===
The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced.
For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
e30c4675f82d59c7e3a6814992c25c3d97ff63e2
2211
2191
2006-04-19T14:05:44Z
EarthQuake
5
/* Other */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
47c716b6f4451145c45a23ab66cd8d6cb4dcfe57
2191
2190
2006-04-16T05:16:11Z
Ralphis
3
/* BFG 9000 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider using in a very practicle sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
4292ba011e70a5e3f4c77bd6bf3d53fa33e2df4d
2190
2097
2006-04-16T05:14:34Z
Ralphis
3
/* Other */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider using in a very practicle sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
4e68f12884ffafe450ff5f55ca104a7ab0de1352
2097
1995
2006-04-14T04:13:40Z
EarthQuake
5
/* Items */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations).
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
04089dba792e5a33b334cff4f6996c93805dc2aa
1995
1994
2006-04-11T22:01:43Z
Nautilus
10
/* Items */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapons stay and item respawn enabled. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been implemented.
7bd35aa5393df8e3bdc788898bd91bc44edcf667
1994
1993
2006-04-11T22:00:11Z
Nautilus
10
/* Deathmatch */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
aa79b273c627bc67fa95e4a4e141283df132b523
1993
1992
2006-04-11T21:55:36Z
Nautilus
10
/* Other */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
5bdb62cbde2276c9b4d074cf3af250f9d5610ffe
1992
1991
2006-04-11T21:50:27Z
Nautilus
10
/* Super Shotgun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
a567997c0b927cbecacc0d7ab90243f436f772d5
1991
1990
2006-04-11T21:49:55Z
Nautilus
10
/* Super Shotgun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually plentiful on any multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
df6c097c15414ea53946a2e233c26bd8c715ee9f
1990
1989
2006-04-11T21:48:19Z
Nautilus
10
/* Weapons */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as "SSG", is usually plentiful on any multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas.
=== Chaingun ===
This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously.
=== Rocket Launcher ===
The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it.
=== Plasma Rifle ===
Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles.
=== BFG 9000 ===
The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier.
=== Shotgun ===
The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
2df24c832bb1f61288c31f660647e5a3fe788f31
1989
1988
2006-04-11T21:21:16Z
Nautilus
10
/* Wallrun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
0141f78e02cc38f6fc4593611347041020ea2252
1988
1987
2006-04-11T21:20:07Z
Nautilus
10
/* SR50 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
1d4f14ac27ef234dba0a6b811f218525c5a19d9f
1987
1986
2006-04-11T21:18:55Z
Nautilus
10
/* SR50 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
681100cf13f37285a2d113665ce696e64c7f0577
1986
1985
2006-04-11T21:15:38Z
Nautilus
10
/* Straferunning */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
2ae55e42c7fd21ace687c6fb0fa65bf9b942fee5
1985
1984
2006-04-11T21:13:30Z
Nautilus
10
/* Wallrun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
f6efa80d5039722f55f5f575dc706aaa2b50097f
1984
1983
2006-04-11T21:12:26Z
Nautilus
10
/* Wallrun */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only achieved in the two said directions.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
2f1435ce54bd8a7f70366fb73c1ed54d7d04f2a3
1983
1982
2006-04-11T21:09:28Z
Nautilus
10
/* Straferunning */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
5b0b33e39875fd7a826e8d47bfa3b8f8cc04b88d
1982
1981
2006-04-11T21:07:40Z
72.165.84.38
0
/* Straferunning */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is basic movement which, once it is practiced, is essentially a natural and involuntary maneuver.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
a756c79feaee5ad0e8ffaf22259edb0856fb5540
1981
1980
2006-04-11T21:06:00Z
72.165.84.38
0
/* Backwards Movement */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
64b0482cbdb456e1a83086ff5ee562fa44a9d460
1980
1970
2006-04-11T21:04:47Z
72.165.84.38
0
/* SR50 */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
cb042a9de461e6be2c0d6f6224d2a1ce1693ee9d
1970
1958
2006-04-11T19:40:32Z
Voxel
2
/* Movement */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness.
=== Straferunning ===
By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
09122f05f2a773706db090d8ac1008eea43e5149
1958
1957
2006-04-11T14:42:49Z
AlexMax
9
/* Capture the Flag */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine.
=== Straferunning ===
By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
82cff9408c02164a95c604941665b078f1939d5b
1957
1956
2006-04-11T14:42:17Z
AlexMax
9
/* Items */
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine.
=== Straferunning ===
By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
=== Capture the Flag ===
Capture the Flag handles item placement in a more traditional way, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted.
ef59bb9a50e43b1ecd429ccc19fc84abfaf95f07
1956
1955
2006-04-11T14:39:40Z
AlexMax
9
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine.
=== Straferunning ===
By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
=== Shotgun ===
Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with.
=== Other ===
There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy.
== Items ==
Doom has two main ways in which items are handled by the engine.
=== Deathmatch ===
In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again.
=== Altdeath ===
In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community.
2f303107387f4723dc1fecd8237bc672c03553af
1955
2006-04-11T14:26:23Z
AlexMax
9
wikitext
text/x-wiki
This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom.
== Controls ==
Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse.
== Movement ==
In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine.
=== Straferunning ===
By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature.
=== SR50 ===
By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times.
=== Backwards Movement ===
It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster.
=== Wallrun ===
If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way.
== Weapons ==
Weapons in Doom are differently balanced than in most other games.
=== Super Shotgun ===
This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths.
=== Chaingun ===
This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it.
=== Rocket Launcher ===
This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out.
=== Plasma Rifle ===
A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression.
=== BFG 9000 ===
This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming.
a07ffd8eef4db08bedb7fe84670fc671463e96fb
Github
0
1831
3863
2018-05-01T21:18:21Z
HeX9109
64
Created page with "Github is the repository service the Odamex team uses to manage the Odamex source code. The Odamex source can be found here: https://github.com/odamex/odamex"
wikitext
text/x-wiki
Github is the repository service the Odamex team uses to manage the Odamex source code. The Odamex source can be found here: https://github.com/odamex/odamex
bac478572458806f054468885b1ac32bda0fa068
Give
0
1436
2177
2006-04-16T04:58:41Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===give===
Will give selected items to player.
''Ex. '''Give shotgun''' would give your player a shotgun.
[[Category:Client_commands]]
4a8ae8230bbc57417aa17c53635b2a39e2df4e54
God
0
1327
2171
1767
2006-04-16T04:54:09Z
Ralphis
3
added iddqd
wikitext
text/x-wiki
{{Cheats}}
===god===
Makes the player invulnerable.
See also: [[iddqd]]
[[Category:Client_commands]]
a57b378ab3f4b088c11111a474fcf4607f3d9120
1767
1689
2006-04-03T19:22:25Z
AlexMax
9
wikitext
text/x-wiki
{{Cheats}}
===god===
Makes the player invulnerable.
[[Category:Client_commands]]
ac367a420588265c43d0fd3e4fe0752d57e35f84
1689
1600
2006-03-31T06:45:56Z
Voxel
2
wikitext
text/x-wiki
{{Cheats}}
'''god'''
Makes the player invulnerable.
[[Category:Client_commands]]
6e066cc35b6cbf978d2741f5946ce91dbc008193
1600
1599
2006-03-30T22:28:07Z
Voxel
2
wikitext
text/x-wiki
{{Cheats}}
'''god'''
Makes the player invulnerable.
[[Category:Client commands]]
1a58a51033bbcb1b431c9824485cc2a0a7d44c6b
1599
1595
2006-03-30T22:27:46Z
Voxel
2
wikitext
text/x-wiki
'''god'''
Makes the player invulnerable.
{{Cheats}}
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Client commands]]
93e51ca0480f523613bbc85ddffecb938b238682
1595
1594
2006-03-30T22:26:33Z
Voxel
2
wikitext
text/x-wiki
{{Cheat}}
'''god'''
Makes the player invulnerable.
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Client commands]]
ef4aa6bacfa74f3baf37edaab23394d4c5b95768
1594
1565
2006-03-30T22:26:12Z
Voxel
2
wikitext
text/x-wiki
{{Cheats}}
'''god'''
Makes the player invulnerable.
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Client commands]]
851a7b260a1ba01f1cba09118f34bc5dc4df32a8
1565
1550
2006-03-30T21:40:29Z
Voxel
2
wikitext
text/x-wiki
'''god'''
Makes the player invulnerable.
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Client commands]]
37979374e471ac9e7b78568203234a9a9b2eafa1
1550
1548
2006-03-30T21:31:24Z
Voxel
2
wikitext
text/x-wiki
'''god'''
Makes the player invulnerable.
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Client Commands]]
0899b2e1413375b6f9bbffc9a10fd267c5375de3
1548
1547
2006-03-30T21:24:40Z
AlexMax
9
wikitext
text/x-wiki
'''god'''
Makes the player invulnerable.
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Client Console Commands]]
36de8ec2c68627aedce00901b8c9a203824453b9
1547
1537
2006-03-30T21:24:12Z
AlexMax
9
wikitext
text/x-wiki
Makes the player invulnerable.
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Client Console Commands]]
7c75d9ce9a7d2658c9937d8bc57ed96b18ffca7e
1537
1536
2006-03-30T21:17:08Z
AlexMax
9
wikitext
text/x-wiki
Makes the player invulnerable.
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
[[Category:Console Commands]]
[[Category:Client Console Commands]]
b9730740bad817fae25f812fb281807280c21d03
1536
1530
2006-03-30T21:15:31Z
AlexMax
9
wikitext
text/x-wiki
[[Category:Console Commands]]
[[Category:Client Console Commands]]
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1530
1529
2006-03-30T21:11:52Z
AlexMax
9
wikitext
text/x-wiki
[[Category:Console Commands]]
296369893604f6b39e3f4b8a559446e0c2d4ed11
1529
2006-03-30T21:11:39Z
AlexMax
9
wikitext
text/x-wiki
[[Categotry:Console Command]]
0f83cf6804879a8c42daa9a981ef3af06bdecbaa
Hacker's Guide
0
1455
3744
3231
2012-08-11T16:33:14Z
AlexMax
9
/* Getting Started */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages. Also, having familiarity with Doom's usage of [[fixed-point]] numbers would be handy as well.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Subsystems, APIs, and Interfaces ==
Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for.
=== Network ===
Odamex uses the User Datagram Protocol (UDP) for its communcations, data may or may not be compressed (server dependant), data is always converted to little endian format.
==== Design practices ====
Designing network code isn't an easy task, you must take into account bandwidth usage, server load requirements, security and many other things.
Our goal for networking in Odamex is to reduce as much bandwidth and server load usage as possible.. To put it into perspective, if it can be done (ie calculated, executed etc) on the clients machine, then that is the best solution most of the time.
We also want to provide good security against cheating, server attacks and such, so robust code must be written to prevent such things happening, the server (and even the master server) should be the most solid foundation, it should resist anything that is thrown at it (oversized buffers, forged packets etc)
==== Interface ====
The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be
replaced with anything from the following table.
{|border=1
|-
! Function !!Description
|-
| '''Functions that write data to a buffer'''
|-
| void MSG_WriteMarker(buf_t *, svc_t)
| Writes a data block identifier (from server messages to client)
|-
| void MSG_WriteMarker(buf_t *, clc_t)
| Writes a data block identifier (used for client messages to server)
|-
| void MSG_WriteBool(buf_t *, bool)
| Writes a boolean (true/false) value
|-
| void MSG_WriteByte(buf_t *, int)
| Writes an 8bit value
|-
| void MSG_WriteShort(buf_t *, int)
| Writes a 16bit value
|-
| void MSG_WriteLong(buf_t *, int)
| Writes a 32bit value
|-
| void MSG_WriteFloat(buf_t *, float)
| Writes a 32bit floating point value
|-
| void MSG_WriteString(buf_t *, const char *)
| Writes a null-terminated string
|-
| void MSG_WriteChunk(buf_t *, const void *, unsigned l)
| Writes a block of data, last parameter is the length
|-
|
|
|-
| '''Functions that read data from a received buffer'''
|-
| bool MSG_ReadBool(void)
| Reads a boolean value
|-
| int MSG_WriteByte(void)
| Reads an 8bit value
|-
| int MSG_ReadShort(void)
| Reads a 16bit value
|-
| int MSG_ReadLong(void)
| Reads a 32bit value
|-
| float MSG_ReadFloat(void)
| Reads a 32bit floating point value
|-
| const char *MSG_ReadString(void)
| Reads a null-terminated string
|-
| void *MSG_ReadChunk(size_t &)
| Reads a block of data, the parameter is the size to read
|}
Miscellaneous network functions and their descriptions are included in the table below.
{|border=1
|-
! Function !!Description
|-
| MSG_BytesLeft(void)
| Returns the number of bytes left in the received buffer
|-
| MSG_NextByte(void)
| Returns the next byte (similar to MSG_ReadByte, only it peeks)
|-
| SZ_Clear(buf_t *)
| Clears the data from a buffer
|}
=== Players ===
=== Map Objects ===
==== szp pointers ====
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter.
a46c86c192a51230a0aeb34619f4f9dfe0ecf4fe
3231
3201
2008-06-17T04:35:32Z
Russell
4
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Subsystems, APIs, and Interfaces ==
Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for.
=== Network ===
Odamex uses the User Datagram Protocol (UDP) for its communcations, data may or may not be compressed (server dependant), data is always converted to little endian format.
==== Design practices ====
Designing network code isn't an easy task, you must take into account bandwidth usage, server load requirements, security and many other things.
Our goal for networking in Odamex is to reduce as much bandwidth and server load usage as possible.. To put it into perspective, if it can be done (ie calculated, executed etc) on the clients machine, then that is the best solution most of the time.
We also want to provide good security against cheating, server attacks and such, so robust code must be written to prevent such things happening, the server (and even the master server) should be the most solid foundation, it should resist anything that is thrown at it (oversized buffers, forged packets etc)
==== Interface ====
The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be
replaced with anything from the following table.
{|border=1
|-
! Function !!Description
|-
| '''Functions that write data to a buffer'''
|-
| void MSG_WriteMarker(buf_t *, svc_t)
| Writes a data block identifier (from server messages to client)
|-
| void MSG_WriteMarker(buf_t *, clc_t)
| Writes a data block identifier (used for client messages to server)
|-
| void MSG_WriteBool(buf_t *, bool)
| Writes a boolean (true/false) value
|-
| void MSG_WriteByte(buf_t *, int)
| Writes an 8bit value
|-
| void MSG_WriteShort(buf_t *, int)
| Writes a 16bit value
|-
| void MSG_WriteLong(buf_t *, int)
| Writes a 32bit value
|-
| void MSG_WriteFloat(buf_t *, float)
| Writes a 32bit floating point value
|-
| void MSG_WriteString(buf_t *, const char *)
| Writes a null-terminated string
|-
| void MSG_WriteChunk(buf_t *, const void *, unsigned l)
| Writes a block of data, last parameter is the length
|-
|
|
|-
| '''Functions that read data from a received buffer'''
|-
| bool MSG_ReadBool(void)
| Reads a boolean value
|-
| int MSG_WriteByte(void)
| Reads an 8bit value
|-
| int MSG_ReadShort(void)
| Reads a 16bit value
|-
| int MSG_ReadLong(void)
| Reads a 32bit value
|-
| float MSG_ReadFloat(void)
| Reads a 32bit floating point value
|-
| const char *MSG_ReadString(void)
| Reads a null-terminated string
|-
| void *MSG_ReadChunk(size_t &)
| Reads a block of data, the parameter is the size to read
|}
Miscellaneous network functions and their descriptions are included in the table below.
{|border=1
|-
! Function !!Description
|-
| MSG_BytesLeft(void)
| Returns the number of bytes left in the received buffer
|-
| MSG_NextByte(void)
| Returns the next byte (similar to MSG_ReadByte, only it peeks)
|-
| SZ_Clear(buf_t *)
| Clears the data from a buffer
|}
=== Players ===
=== Map Objects ===
==== szp pointers ====
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter.
5f0711219b40ba5995352e8a1999599ee7ece9ff
3201
3057
2008-06-03T11:27:54Z
Russell
4
A table of functions
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Subsystems, APIs, and Interfaces ==
Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for.
=== Network Interface ===
The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be
replaced with anything from the following table.
{|border=1
|-
! Function !!Description
|-
| '''Functions that write data to a buffer'''
|-
| void MSG_WriteMarker(buf_t *, svc_t)
| Writes a data block identifier (from server messages to client)
|-
| void MSG_WriteMarker(buf_t *, clc_t)
| Writes a data block identifier (used for client messages to server)
|-
| void MSG_WriteBool(buf_t *, bool)
| Writes a boolean (true/false) value
|-
| void MSG_WriteByte(buf_t *, int)
| Writes an 8bit value
|-
| void MSG_WriteShort(buf_t *, int)
| Writes a 16bit value
|-
| void MSG_WriteLong(buf_t *, int)
| Writes a 32bit value
|-
| void MSG_WriteFloat(buf_t *, float)
| Writes a 32bit floating point value
|-
| void MSG_WriteString(buf_t *, const char *)
| Writes a null-terminated string
|-
| void MSG_WriteChunk(buf_t *, const void *, unsigned l)
| Writes a block of data, last parameter is the length
|-
|
|
|-
| '''Functions that read data from a received buffer'''
|-
| bool MSG_ReadBool(void)
| Reads a boolean value
|-
| int MSG_WriteByte(void)
| Reads an 8bit value
|-
| int MSG_ReadShort(void)
| Reads a 16bit value
|-
| int MSG_ReadLong(void)
| Reads a 32bit value
|-
| float MSG_ReadFloat(void)
| Reads a 32bit floating point value
|-
| const char *MSG_ReadString(void)
| Reads a null-terminated string
|-
| void *MSG_ReadChunk(size_t &)
| Reads a block of data, the parameter is the size to read
|}
Miscellaneous network functions and their descriptions are included in the table below.
{|border=1
|-
! Function !!Description
|-
| MSG_BytesLeft(void)
| Returns the number of bytes left in the received buffer
|-
| MSG_NextByte(void)
| Returns the next byte (similar to MSG_ReadByte, only it peeks)
|-
| SZ_Clear(buf_t *)
| Clears the data from a buffer
|}
=== Players ===
=== Map Objects ===
==== szp pointers ====
==== Proper practices considering networking ====
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter.
cd2a02b0436370239801e553000a0f991c9869d2
3057
2932
2008-05-05T14:20:28Z
Voxel
2
/* Debugging the client on Linux */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Subsystems, APIs, and Interfaces ==
Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for.
=== Network Interface ===
The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be replaced with anything from the following table
TODO: add table
TODO: explain some other network functions and when they should be used
=== Players ===
=== Map Objects ===
==== szp pointers ====
==== Proper practices considering networking ====
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter.
8fe91c1d312889fcfb67fc1abb42b869479b7c42
2932
2931
2007-06-20T17:59:04Z
Zorro
22
/* Subsystems, APIs, and Interfaces */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Subsystems, APIs, and Interfaces ==
Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for.
=== Network Interface ===
The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be replaced with anything from the following table
TODO: add table
TODO: explain some other network functions and when they should be used
=== Players ===
=== Map Objects ===
==== szp pointers ====
==== Proper practices considering networking ====
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set.
6bb30ae755dfd1de6a74127d02fcbee7edb1ad59
2931
2930
2007-06-20T17:23:23Z
Zorro
22
/* Subdystems, APIs, and Interfaces */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Subsystems, APIs, and Interfaces ==
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set.
0e3605adec1be8f9f4c533c6596ffaa653a94d45
2930
2468
2007-06-20T17:23:04Z
Zorro
22
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Subdystems, APIs, and Interfaces ==
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set.
e33a8ea14886e9a858ee0649aa6026079514afab
2468
2435
2006-10-31T01:29:28Z
Voxel
2
/* Style and guidelines */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See the [[Coding_standard|coding standard]]
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set.
18489425281a6fd653d7dbc8583cd1e5ba4f82c8
2435
2354
2006-10-27T02:01:25Z
60.234.130.11
0
/* Style and guidelines */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
See [[Coding_standard]]
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set.
c98eb452afb17c790ddc909a2e022c6001ee4a1c
2354
2348
2006-09-27T19:13:56Z
86.143.3.146
0
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
== Networking ==
Odamex uses UDP
== Debugging the client on Linux ==
There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set.
cbfdcaacb5bd6ae3a21860f3ed2e76dd6e43719d
2348
2314
2006-09-26T02:56:10Z
144.132.36.34
0
/* Conventional file prefix */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ??? (mostly hud render related code)
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
== Networking ==
Odamex uses UDP
8a4e83f65be2d53a205e12aad8b507aa6279f08a
2314
2313
2006-09-23T19:05:59Z
86.143.3.146
0
/* Getting Started */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bugs]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ???
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
== Networking ==
Odamex uses UDP
050a595349208ac1b217be224c339bee8820e110
2313
2312
2006-09-23T19:05:48Z
86.143.3.146
0
/* Getting Started */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [[svn]] and [[bug]] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ???
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
== Networking ==
Odamex uses UDP
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2312
2279
2006-09-23T19:05:38Z
86.143.3.146
0
/* Code structure */
wikitext
text/x-wiki
== Getting Started ==
You'll want to have a look at our [svn] and [bug] pages.
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ???
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
== Networking ==
Odamex uses UDP
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2279
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2006-09-01T06:53:35Z
213.247.170.49
0
wikitext
text/x-wiki
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ???
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
== Networking ==
Odamex uses UDP
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2276
2006-09-01T06:52:28Z
213.247.170.49
0
/* Conventional file prefix */
wikitext
text/x-wiki
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''m_*''': ???
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ???
* '''v_*''': video related code
* '''wi_*''': intermission related code
* '''z_*''': memory allocation related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
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2006-08-31T19:56:28Z
Voxel
2
/* Code structure */
wikitext
text/x-wiki
== Code structure ==
=== Conventional file prefix ===
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*''': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''st_*''': ???
* '''v_*''': video related code
* '''wi_*''': intermission related code
=== Files of interest ===
* '''i_main.cpp''': application entry point
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
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2006-08-31T19:54:08Z
Voxel
2
/* Code structure */
wikitext
text/x-wiki
== Code structure ==
* '''am_*''': automap related code
* '''c_*''': console related code
* '''cl_*''': client only code
* '''d_*': game/net code
* '''f_*''': finale related code
* '''g_*''': game related code
* '''hu_*''': hud related code
* '''i_*''': system/hardware dependant code
* '''p_*''': game/object related code
* '''r_*''': render related code
* '''s_*''': sound related code
* '''sv_*''': server only code
* '''v_*''': video related code
* '''wi_*''': intermission related code
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
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2273
2006-08-31T19:53:50Z
Voxel
2
/* Code structure */
wikitext
text/x-wiki
== Code structure ==
* '''am_*''': automap related code
* ''c_*'': console related code
* ''cl_*'': client only code
* ''d_*': game/net code
* ''f_*'': finale related code
* ''g_*'': game related code
* ''hu_*'': hud related code
* ''i_*'': system/hardware dependant code
* ''p_*'': game/object related code
* ''r_*'': render related code
* ''s_*'': sound related code
* ''sv_*'': server only code
* ''v_*'': video related code
* ''wi_*'': intermission related code
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
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2006-08-31T19:53:25Z
Voxel
2
/* Code structure */
wikitext
text/x-wiki
== Code structure ==
* ''am_*'': automap related code
* ''c_*'': console related code
* ''cl_*'': client only code
* ''d_*': game/net code
* ''f_*'': finale related code
* ''g_*'': game related code
* ''hu_*'': hud related code
* ''i_*'': system/hardware dependant code
* ''p_*'': game/object related code
* ''r_*'': render related code
* ''s_*'': sound related code
* ''sv_*'': server only code
* ''v_*'': video related code
* ''wi_*'': intermission related code
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
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2272
2006-08-31T19:51:54Z
Voxel
2
wikitext
text/x-wiki
== Code structure ==
* 'cl_*.cpp': client only code
* 'sv_*.cpp': server only code
* 'i_*.cpp': system/hardware dependant code
* 'f_*.cpp': finale related code
* 'c_*.cpp': console related code
* 'am_*.cpp': automap related code
* 'hu_*.cpp': hud related code
* 'd_*.cpp': game/net code
* 'g_*.cpp': game related code
* 'p_*.cpp': game/object related code
* 's_*.cpp': sound related code
* 'r_*.cpp': render related code
* 'v_*.cpp': video related code
* 'am_*.cpp': automap related code
* 'wi_*.cpp': intermission related code
== Style and guidelines ==
* Avoid C style strings. Replace them with C++ types where it is safe to do so.
* Code defensively and securely
* Do not add globals
* Code for clarity
* Maintain traditional naming conventions
* Respect existing code
77c1b37f3fcaa15ba1fe3ae24618e2939a5f3d28
How to build from source
0
1315
3885
3884
2019-01-17T15:23:00Z
Ch0wW
138
/* Getting the source */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access, located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL2 and SDL2_mixer are required for the client, and wxWidgets 3.0 for the launcher.
*• See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
*• See [[Compiling using Code::Blocks]]
*• See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
*• See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
*• [[Compiling using GCC]]
*• [[Debian package]]
*• [[Compiling using Xcode]]
*• [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
*• [[Building odamex.wad using DeuTex]] on multiple platforms
33e7d7b3089f2ad488dc3045929c93392931ce15
3884
3879
2019-01-17T15:22:20Z
Ch0wW
138
/* Getting required files */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL2 and SDL2_mixer are required for the client, and wxWidgets 3.0 for the launcher.
*• See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
*• See [[Compiling using Code::Blocks]]
*• See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
*• See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
*• [[Compiling using GCC]]
*• [[Debian package]]
*• [[Compiling using Xcode]]
*• [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
*• [[Building odamex.wad using DeuTex]] on multiple platforms
44f411c8b0ad0e602d5cbd04d49478f2d0fd50f4
3879
3878
2019-01-17T14:25:38Z
Ch0wW
138
/* Getting required files */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
*• See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
*• See [[Compiling using Code::Blocks]]
*• See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
*• See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
*• [[Compiling using GCC]]
*• [[Debian package]]
*• [[Compiling using Xcode]]
*• [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
*• [[Building odamex.wad using DeuTex]] on multiple platforms
c53eeb69ec128933c4c69d1a4a98f1cbc3bdc4e2
3878
3877
2019-01-17T14:25:03Z
Ch0wW
138
/* Building odamex.wad */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
*• See [[Compiling using Code::Blocks]]
*• See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
*• See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
*• [[Compiling using GCC]]
*• [[Debian package]]
*• [[Compiling using Xcode]]
*• [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
*• [[Building odamex.wad using DeuTex]] on multiple platforms
2cac78f3e8c3ad22fee574622b1d74a9a2a17826
3877
3876
2019-01-17T14:24:49Z
Ch0wW
138
/* Outdated */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
*• See [[Compiling using Code::Blocks]]
*• See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
*• See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
*• [[Compiling using GCC]]
*• [[Debian package]]
*• [[Compiling using Xcode]]
*• [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
8585c178513f051da51602e6409d3b3580d5c529
3876
3875
2019-01-17T14:24:38Z
Ch0wW
138
/* CMake */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
*• See [[Compiling using Code::Blocks]]
*• See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
*• See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
98c4598d077a8a71de657ee7a423f46dfa74b4c0
3875
3874
2019-01-17T14:24:06Z
Ch0wW
138
/* Code::Blocks IDE */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
*• See [[Compiling using Code::Blocks]]
*• See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
1e5e62fcd5824ea0930b7c693bda582df16ec3b3
3874
3862
2019-01-17T14:23:56Z
Ch0wW
138
/* Getting the source */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
*• [http://odamex.net/ Download] the latest stable version from the official Odamex website,
*• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
* See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
83be8314e74a9103814c655299289bb37be7fca1
3862
3793
2018-05-01T21:17:40Z
HeX9109
64
/* Getting the source */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
* See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
91a8216143978b4dc171e239f3fc144ef0093342
3793
3737
2014-03-12T23:22:10Z
Dr. Sean
66
Update requirements to wxWidgets 3.0
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access. Odamex Subversion repository is located at http://odamex.net/svn/root/ .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
* See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
6b324d4211252d23798b29647c482f104661cb8e
3737
3736
2012-07-24T12:34:14Z
Pseudoscientist
76
/* Getting required files */ List the dependencies.
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access. Odamex Subversion repository is located at http://odamex.net/svn/root/ .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 2.8 for the launcher.
See [[Required Libraries]] for details.
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
* See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
d21a5b8e49a6e5ae1c388452467d34f38d921055
3736
3722
2012-07-24T12:29:07Z
Pseudoscientist
76
/* Getting the source */ Add the repository address.
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access. Odamex Subversion repository is located at http://odamex.net/svn/root/ .
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
* See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
fc040e99cb3e43280627ebc7188790c432ba9267
3722
3721
2012-07-14T16:44:27Z
AlexMax
9
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
* See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless.
* [[Building odamex.wad using DeuTex]] on multiple platforms
99f191c5a266abc2b5bec69acc6143e4a5ee7342
3721
3720
2012-07-14T16:43:06Z
AlexMax
9
/* Code::Blocks IDE */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
* See [[Compiling the Launcher using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
Note: Versions of FreeBSD (7+) require a change in the launcher Makefile:
* WXCONFIG = wxgtk2-*.*-config
* WXRC = wxrc-gtk2-*.*
The *'s indicate the version of wxWidgets you are running
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
a02e5e0258a5e0c2d77ef03112e484ddb6855d72
3720
3719
2012-07-14T16:42:33Z
AlexMax
9
/* Outdated */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
* [[Cross compiling for Windows using MinGW]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
Note: Versions of FreeBSD (7+) require a change in the launcher Makefile:
* WXCONFIG = wxgtk2-*.*-config
* WXRC = wxrc-gtk2-*.*
The *'s indicate the version of wxWidgets you are running
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
b243630ac5344223ce4f92ddbdb54896bba6a69d
3719
3507
2012-07-14T16:41:58Z
AlexMax
9
/* Compiling Odamex */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
==Code::Blocks IDE==
Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor.
* See [[Compiling using Code::Blocks]]
==CMake==
In most other cases we use CMake to create project files or Makefiles that are tailored to each system.
* See [[Compiling using CMake]]
==Outdated==
The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below.
* [[Compiling using GCC]]
* [[Debian package]]
* [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
Note: Versions of FreeBSD (7+) require a change in the launcher Makefile:
* WXCONFIG = wxgtk2-*.*-config
* WXRC = wxrc-gtk2-*.*
The *'s indicate the version of wxWidgets you are running
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
23b1baf4192aa6d04ae4bf87fe39b84ca264b265
3507
3506
2011-07-09T22:31:36Z
AlexMax
9
/* FreeBSD */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
===CMake===
An experimental CMake build system is available via the bugtracker. As of right now, it is known to create working Microsoft Visual Studio 2010 project files.
* See [[Compiling using CMake]]
=== Installer ===
* See [[NSIS]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
=== Debian/Ubuntu Package ===
* See [[Debian package]]
===CMake===
An experimental CMake build system is available via the bugtracker. It uses the same GCC and make that you would use with the standard makefile, however it offers additional support for alternate SDL installations and out-of-source build trees.
* See [[Compiling using CMake]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
===CMake===
An experimental CMake build system is available via the bugtracker. It uses the same GCC as the standard makefile, however it generates makefiles that are compatible with BSD make and offers additional support for alternate SDL installations and out-of-source build trees.
* See [[Compiling using CMake]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
Note: Versions of FreeBSD (7+) require a change in the launcher Makefile:
* WXCONFIG = wxgtk2-*.*-config
* WXRC = wxrc-gtk2-*.*
The *'s indicate the version of wxWidgets you are running
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
278d9c2a827a324ae0b44f90e3c66df0a1868bf1
3506
3505
2011-07-09T22:27:29Z
AlexMax
9
/* Linux */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
===CMake===
An experimental CMake build system is available via the bugtracker. As of right now, it is known to create working Microsoft Visual Studio 2010 project files.
* See [[Compiling using CMake]]
=== Installer ===
* See [[NSIS]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
=== Debian/Ubuntu Package ===
* See [[Debian package]]
===CMake===
An experimental CMake build system is available via the bugtracker. It uses the same GCC and make that you would use with the standard makefile, however it offers additional support for alternate SDL installations and out-of-source build trees.
* See [[Compiling using CMake]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
Note: Versions of FreeBSD (7+) require a change in the launcher Makefile:
* WXCONFIG = wxgtk2-*.*-config
* WXRC = wxrc-gtk2-*.*
The *'s indicate the version of wxWidgets you are running
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
3cd962270628974b459090cd0662ad2276f8304c
3505
3266
2011-07-09T22:23:18Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
===CMake===
An experimental CMake build system is available via the bugtracker. As of right now, it is known to create working Microsoft Visual Studio 2010 project files.
* See [[Compiling using CMake]]
=== Installer ===
* See [[NSIS]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
=== Debian/Ubuntu Package ===
* See [[Debian package]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
Note: Versions of FreeBSD (7+) require a change in the launcher Makefile:
* WXCONFIG = wxgtk2-*.*-config
* WXRC = wxrc-gtk2-*.*
The *'s indicate the version of wxWidgets you are running
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
5cd78e02a81238bf7c57513f6b129b30a6cad9be
3266
3167
2008-08-05T02:15:58Z
Russell
4
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
=== Installer ===
* See [[NSIS]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
=== Debian/Ubuntu Package ===
* See [[Debian package]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
Note: Versions of FreeBSD (7+) require a change in the launcher Makefile:
* WXCONFIG = wxgtk2-*.*-config
* WXRC = wxrc-gtk2-*.*
The *'s indicate the version of wxWidgets you are running
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
21ec1b936ca8f30e05124ceede0f67e38e327c9b
3167
3119
2008-05-29T12:18:24Z
Voxel
2
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
=== Installer ===
* See [[NSIS]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
=== Debian/Ubuntu Package ===
* See [[Debian package]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
e6c7b77d9c3feed5d80e2cf100193857b60a9d21
3119
3118
2008-05-08T03:17:22Z
Exp(x)
23
Revert last edit
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
16955ad7492603cf7ea5898683fa53fdb1d2b0e6
3118
3117
2008-05-07T04:51:13Z
Exp(x)
23
added link to Cross_compiling_for_Windows_using_MinGW
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
===MinGW for Windows===
If you want to build Windows binaries on a Linux host, this is the easiest way.
* See [[Cross compiling for Windows using MinGW]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
7c172338174b9ef411fcb041d46ea5cd7f2b0c0b
3117
3087
2008-05-07T04:49:19Z
Voxel
2
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Cross compiling=
You can build the windows version of odamex on linux:
* See [[Cross compiling for Windows using MinGW]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
16955ad7492603cf7ea5898683fa53fdb1d2b0e6
3087
3086
2008-05-05T15:09:24Z
Voxel
2
/* Cygwin and GCC */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
* See [[Compiling using GCC]]
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
3b17d12c534bfd4425b91fe5b2ab6d20df58c83e
3086
3085
2008-05-05T15:08:55Z
Voxel
2
/* Compiling the Launcher */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* See [[Compiling the Launcher using Code::Blocks]]
* See [[Compiling the Launcher using GCC]]
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
cdeee137bca36e8ed90b9f411e6fd70ea9de9a6a
3085
3084
2008-05-05T15:08:22Z
Voxel
2
/* OSX */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]]
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
6321101d23b38cad4a5c9da057d3402e6fc1aad8
3084
3083
2008-05-05T15:08:06Z
Voxel
2
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
=Getting the source=
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
=Getting required files=
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
=Compiling Odamex=
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
==Windows==
===Code::Blocks IDE and MinGW===
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* See [[Compiling using Code::Blocks]]
===MinGW and MSYS===
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* See [[Compiling using MSYS]]
===Microsoft Visual Studio===
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* See [[Compiling using Microsoft Visual Studio]]
===Cygwin and GCC===
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
==Linux==
===GCC===
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
* See [[Compiling using GCC]]
==FreeBSD==
===GCC===
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* See [[Compiling using GCC]]
==OSX==
===Xcode===
* See [[Compiling using Xcode]] on Mac
=Compiling the Launcher=
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
=Building odamex.wad=
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
b34faeea04003940d399e5ab8ed89648b206df16
3083
3082
2008-05-05T15:05:44Z
Voxel
2
/* Getting required files */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
== Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
===Windows===
====Code::Blocks IDE and MinGW====
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* [[Compiling using Code::Blocks]] on Windows and Linux
====MinGW and MSYS====
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* [[Compiling using MSYS]] on Windows
====Microsoft Visual Studio====
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* [[Compiling using Microsoft Visual Studio]] on Windows
====Cygwin and GCC====
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
===Linux===
====GCC====
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
===FreeBSD===
====GCC====
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
===OSX===
====Xcode====
* [[Compiling using Xcode]] on Mac
== Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
== Building odamex.wad ==
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
ee9c5baaa956936d332d4d0661c83b9076745dc7
3082
3081
2008-05-05T15:05:25Z
Voxel
2
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
===Windows===
====Code::Blocks IDE and MinGW====
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* [[Compiling using Code::Blocks]] on Windows and Linux
====MinGW and MSYS====
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* [[Compiling using MSYS]] on Windows
====Microsoft Visual Studio====
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* [[Compiling using Microsoft Visual Studio]] on Windows
====Cygwin and GCC====
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
===Linux===
====GCC====
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
===FreeBSD===
====GCC====
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
===OSX===
====Xcode====
* [[Compiling using Xcode]] on Mac
== Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
== Building odamex.wad ==
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
b9ec1e8f2f2e28f4e012167d161fe4065623f609
3081
2957
2008-05-05T15:04:27Z
Voxel
2
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below:
===Windows===
====Code::Blocks IDE and MinGW====
This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]].
* [[Compiling using Code::Blocks]] on Windows and Linux
====MinGW and MSYS====
This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE.
* [[Compiling using MSYS]] on Windows
====Microsoft Visual Studio====
Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed.
* [[Compiling using Microsoft Visual Studio]] on Windows
====Cygwin and GCC====
Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC".
===Linux===
====GCC====
This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]].
===FreeBSD===
====GCC====
This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
===OSX===
====Xcode====
* [[Compiling using Xcode]] on Mac
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
== Step 5: Building odamex.wad ==
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
f5b28ce3fb9c71fbebea54fad56387bda53bfcac
2957
2956
2007-10-27T01:15:41Z
Russell
4
Don't need it
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MSYS]] on Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
* [[Compiling using Xcode]] on Mac
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
== Step 5: Building odamex.wad ==
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
250ca29965392840de43554296b7199ef2a2f543
2956
2954
2007-10-27T01:14:44Z
Russell
4
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
* [[Tools]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MSYS]] on Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
* [[Compiling using Xcode]] on Mac
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
== Step 5: Building odamex.wad ==
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
eb0ab3302f923d6f44d62f1254b543f3456d022c
2954
2764
2007-10-27T01:02:52Z
Russell
4
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MSYS]] on Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
* [[Compiling using Xcode]] on Mac
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
== Step 5: Building odamex.wad ==
This will show you how to build the latest odamex.wad file
* [[Building odamex.wad using DeuTex]] on multiple platforms
''Note: odamex.wad gets built automatically when using the Makefile
250ca29965392840de43554296b7199ef2a2f543
2764
2763
2007-01-22T18:07:45Z
Voxel
2
/* Step 3: Compiling Odamex */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MSYS]] on Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
* [[Compiling using Xcode]] on Mac
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
dc99dd3c3538fa8e68601ddba857ee1a07748018
2763
2741
2007-01-22T18:07:29Z
Voxel
2
/* Step 3: Compiling Odamex */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MSYS]] on Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
* [[Compiling using xCode]] on Mac
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
e4bb786f427b8925bd0c337747e70b40ba33f130
2741
2708
2007-01-20T08:13:57Z
AlexMax
9
/* Step 3: Compiling Odamex */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MSYS]] on Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
adad0becf1eb4fd319f923138236ca6998c9a2a8
2708
2704
2007-01-19T03:37:35Z
AlexMax
9
/* Step 3: Compiling */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling Odamex ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
== Step 4: Compiling the Launcher ==
So you want to mess around with the Launcher? Here's how to do it.
* [[Compiling the Launcher using Code::Blocks]] on Windows
8e4f87213ac8d87fcd7e64358df460cb68ee6705
2704
2703
2007-01-19T01:00:50Z
Russell
4
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
* [[Compiling the Launcher]]
f5e36a2a07838192acf803affb8db96d9560ffea
2703
2589
2007-01-19T00:56:03Z
Russell
4
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
* [[Compiling the Launcher]] on Windows
aafe281cc930e0290c0fed388e01925b4baa79fc
2589
2588
2006-11-13T05:01:24Z
AlexMax
9
/* Step 2: Getting required files */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
2ddd49b7fc3d80ee306c70cdb59d988dd125313d
2588
2584
2006-11-13T05:00:53Z
AlexMax
9
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function.
* [[Compiling Environments]]
* [[Required Libraries]]
== Step 3: Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
f56675d9eb4e0a8bf42ef2acb6f0717317e00bef
2584
2574
2006-11-10T17:02:21Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
== Step 3: Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio]] on Windows
2492b85f72d8210b780039f44759b3173c2e3850
2574
2565
2006-11-10T16:18:52Z
AlexMax
9
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required files ==
When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function.
* [[Required Libraries]]
== Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio 6.0]] on Windows
46b8d888253da9c0e8eeeb7ac6052e9da8539ec8
2565
2564
2006-11-10T16:08:33Z
AlexMax
9
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required libraries ==
When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function.
* [[Libraries]]
== Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual Studio 6.0]] on Windows
21642914c23e091745f348041095160f2b81e44e
2564
2519
2006-11-10T16:07:01Z
AlexMax
9
wikitext
text/x-wiki
Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section.
== Step 1: Getting the source ==
There are two ways to obtain the source to Odamex:
* [http://odamex.net/ Download] the latest stable version from the official Odamex website
* Get the absolute latest modifications through anonymous [[Subversion]] access
== Step 2: Getting required libraries ==
When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function.
* [[Libraries]]
== Compiling ==
You have all the pieces of the puzzle...now it's time to build.
* [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using MinGW]] on Cygwin and Windows
* [[Compiling using Code::Blocks]] on Windows and Linux
* [[Compiling using Microsoft Visual C++]] on Windows
d91ee0a5c1bf10675faa2d7ed6425cf2f79f76fd
2519
2253
2006-11-05T18:35:47Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling using a Makefile]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using Codeblocks]] on Windows and Linux
* [[Compiling using VC6]] on Windows
296dfea9e70dbd761067b18a1a177363b83fed4c
2253
2252
2006-08-31T18:53:34Z
213.247.170.49
0
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling using a Makefile]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using Codeblocks]] on Windows
* [[Compiling using VC6]] on Windows
0ad174e41bb409ec39f61a9b75e1ca749f15bd95
2252
2245
2006-08-31T18:53:21Z
213.247.170.49
0
remove explicit cygwin link
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling using a Makefile]] on GNU/Linux, FreeBSD and Cygwin
* [[Compiling using Codeblocks]] on Windows
40b97d23f5fe7314b0c158930e6f55b5fda6e922
2245
2026
2006-08-27T07:04:55Z
213.247.170.49
0
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling using a Makefile]] on GNU/Linux and FreeBSD
* [[Compiling using Codeblocks]] on Windows
* [[Compiling using Cygwin]] on Windows
250dee046e01351739c2ef6ac1dfe1fa66e86ea5
2026
2024
2006-04-12T07:54:35Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling using a Makefile]] on GNU/Linux and FreeBSD
* [[Compiling using Codeblocks]] on Windows
41225c51fd96d73d3245e72cf3d8ea702e418134
2024
2021
2006-04-12T07:43:31Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling using a Makefile]] on GNU/Linux
* [[Compiling using Codeblocks]] on Windows
37aaa26ce4df3cbf5e109c7cbf0d963f432656c5
2021
2020
2006-04-12T07:43:08Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling Using a Makefile]] on GNU/Linux
* [[Compiling using Codeblocks]] on Windows
391215d4f0c2975788a42ab5114460eda89e7f63
2020
2019
2006-04-12T07:42:57Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling using a Makefile]] on GNU/Linux
* [[Compiling using Codeblocks]] on Windows
37aaa26ce4df3cbf5e109c7cbf0d963f432656c5
2019
2016
2006-04-12T07:42:45Z
AlexMax
9
/* Compiling */
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling Using a Makefile]] on GNU/Linux
* [[Compiling using Codeblocks]] on Windows
391215d4f0c2975788a42ab5114460eda89e7f63
2016
1676
2006-04-12T07:41:48Z
AlexMax
9
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling Using a Makefile]]
* [[Compiling on Windows with Codeblocks]]
a9a40e5b0a22591dfe5314a82f80fab146804cf9
1676
1675
2006-03-31T06:26:41Z
Voxel
2
/* Getting the source */
wikitext
text/x-wiki
== Getting the source ==
* [http://odamex.net/ Downloads]
* [[svn]] access
== Compiling ==
* [[Compiling with Makefile]]
* [[Compiling on Windows with Codeblocks]]
ee6bd29e6cf2427b16ca73c305f2bb8ef3b4f0ad
1675
1613
2006-03-31T06:24:48Z
Voxel
2
wikitext
text/x-wiki
== Getting the source ==
== Compiling ==
* [[Compiling with Makefile]]
* [[Compiling on Windows with Codeblocks]]
5909da83bf97715b4a10f1f5ba221c84ab162523
1613
1421
2006-03-31T00:30:43Z
Russell
4
wikitext
text/x-wiki
* [[Compiling with Makefile]]
* [[Compiling on Windows with Codeblocks]]
99a033fdb8c5214398a163da5324d2ff203e83ed
1421
2006-03-30T18:51:26Z
Voxel
2
wikitext
text/x-wiki
* [[Compiling on Windows with Codeblocks]]
9a3497cb21abb056d779377fcd07d2ccef9b46c7
How to install
0
1358
3943
3942
2019-12-27T20:17:02Z
Hekksy
139
/* Windows */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various GitHub snapshots, and the source is a tarballed version of GitHub snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer (recommended), or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings and downloading patches required to play in many servers.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files separate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, Odamex will be able to auto-detect the installations. In the event autodetection does not work, the iwads can be found in the following locations to be grabbed manually:
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables :
*• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games.
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.
*• '''Odasrv''': This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
b059c1eae18187218eb5e79249bc4db537de41fb
3942
3941
2019-12-27T20:16:24Z
Hekksy
139
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various GitHub snapshots, and the source is a tarballed version of GitHub snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer (recommended), or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files separate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, Odamex will be able to auto-detect the installations. In the event autodetection does not work, the iwads can be found in the following locations to be grabbed manually:
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables :
*• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games.
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.
*• '''Odasrv''': This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
07e805033c0c01161c0969133b481d136caea24b
3941
3940
2019-12-27T20:11:36Z
Hekksy
139
/* Running Odamex */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables :
*• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games.
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.
*• '''Odasrv''': This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
e296e6a3f2e41d48eba37783ecaafebb6e33b8d9
3940
3897
2019-12-27T20:10:11Z
Hekksy
139
/* Windows */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables :
*• '''Odalaunch''': This is the official Odamex Launcher. Most likely, this is what you will want to use.
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.
*• '''Odasrv''': This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
dcf4a7f644ed045f0ed91cb33ce962530d1da454
3897
3896
2019-01-23T14:25:08Z
Ch0wW
138
/* Running Odamex */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables :
*• '''Odalaunch''': This is the official Odamex Launcher. Most likely, this is what you will want to use.
*• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game.
*• '''Odasrv''': This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
85783a31e64f38529b0cdae201f6e3c469cb97f7
3896
3821
2019-01-23T14:23:23Z
Ch0wW
138
/* Obtaining a resource file from Doom versions installed from Steam */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
(*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
2bd590964a8b1f8e728b340311363061dff3a566
3821
3820
2015-01-28T01:52:40Z
Manc
1
/* Windows */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
* If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
bdadfef0adf386f9c10f2e03cdc8a402c5a476bc
3820
3810
2015-01-28T01:50:42Z
Manc
1
/* Installing Odamex */ That image was super old and terrible.
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
* If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
4a9698092716d6ce0fd0939b256da94262538731
3810
3809
2015-01-17T16:28:11Z
Manc
1
/* Installing Odamex */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
===Windows===
Simply unzip the file into its own directory.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
* If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
c0e008749cb159792f5b7362fbad1f100dbdbc2c
3809
3808
2015-01-17T16:27:58Z
Manc
1
/* OS X */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
* If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
4a9698092716d6ce0fd0939b256da94262538731
3808
3616
2015-01-17T02:11:16Z
Manc
1
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| class="table table-striped table-inverse"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
* If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
f4c5d238b54ec8a852ca85e150cb54a01edb233e
3616
3200
2012-02-18T23:18:31Z
Killingblair
27
/* Installing a Doom Resource file */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Obtaining a resource file from Doom versions installed from Steam==
If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation.
{| border="1"
|-
! Resource File
! File Location
|-
| DOOM.WAD
| C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD*
|-
| DOOM2.WAD
| C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD*
|-
| PLUTONIA.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD*
|-
| TNT.WAD
| C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD*
|}
* If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)."
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
3417c1d2fa13e69542fb4086f70a4c989e297d6a
3200
2985
2008-06-03T03:56:51Z
Turks
48
Add a 'see also' link to the Debian 'howto'
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
==See Also==
* [[Setting Odamex up on Debian]]
574e6d8571e2b37c825c68c08aab23000a36a160
2985
2983
2008-01-14T05:59:01Z
Russell
4
Probably irrelevant now
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
01a247985ed6885b6faacbe6142a942977a7e32c
2983
2982
2008-01-12T23:28:26Z
Voxel
2
/* Linux */
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
b576522f57d4dfefa47c8fad303aac2dc1d0a81e
2982
2981
2008-01-12T23:27:31Z
Voxel
2
i'll show you a bloody stub
wikitext
text/x-wiki
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
You will need to install and configure [[SDL]] and [[Timidity]].
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
423060592ebc3ccafc50685a872f7c1628957ab7
2981
2803
2008-01-12T23:26:49Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
===Linux===
You will need to install and configure [[SDL]] and [[Timidity]].
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
c1988192f5eb53e6a7e427cc384ca01afb030c21
2803
2802
2007-01-25T07:26:45Z
AlexMax
9
wikitext
text/x-wiki
{{stub}}
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
032df5ad43ef32cc7364a3a0112ebc292773db19
2802
2777
2007-01-25T07:25:35Z
AlexMax
9
/* Installing a Doom Resource file */
wikitext
text/x-wiki
{{stub}}
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of [[User:AlexMax|AlexMax]] 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
==Installing a Doom Resource file==
Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
690e33b1234d1716fd30a46b90cd0697cda053a3
2777
2776
2007-01-23T20:27:20Z
AlexMax
9
wikitext
text/x-wiki
{{stub}}
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of [[User:AlexMax|AlexMax]] 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
==Installing a Doom Resource file==
Odamex requires at least one of the following resource files, called IWAD's, in order to run.
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The WAD file is the only file that you need, once your game is fully patched, the other files are useless and can be discarded.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
==Running Odamex==
Odamex comes with three binary executables
* odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use.
* odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game.
* odasrv: This is the dedicated server executable.
b9b15550c081e34aed5fdcf088255dc381c5da1d
2776
2775
2007-01-23T18:48:19Z
AlexMax
9
/* Using a Doom IWAD */
wikitext
text/x-wiki
{{stub}}
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
==Installing a Doom Resource file==
Odamex requires at least one of the following resource files, called IWAD's, in order to run.
{|border=1
|-
! Resource !!Title !!Version !!Availability
|-
|DOOM1.WAD
|[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead]
|v1.9
|style="color:orange"|
shareware
|-
|DOOM.WAD
|[http://www.idsoftware.com Ultimate Doom]
|v1.9
|style="color:red"|
commercial
|-
|DOOM2.WAD
|[http://www.idsoftware.com Doom II]
|v1.9
|style="color:red"|
commercial
|-
|TNT.WAD
|[http://www.idsoftware.com Final Doom: TNT Evilution]
|v1.9
|style="color:red"|
commercial
|-
|PLUTONIA.WAD
|[http://www.idsoftware.com Final Doom: The Plutonia Experiment]
|v1.9
|style="color:red"|
commercial
|-
|FREEDOOM.WAD
|[http://freedoom.sourceforge.net FreeDoom]
|v0.5
|style="color:green"|
free
|}
The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The WAD file is the only file that you need, once your game is fully patched, the other files are useless and can be discarded.
Once you have the resource files you want, there are two methods of using the file with Odamex:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
511736f9247071411a1a09b362ccedf4972a2ae6
2775
2774
2007-01-23T18:42:13Z
AlexMax
9
wikitext
text/x-wiki
{{stub}}
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
===OS X===
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
== Using a Doom IWAD ==
Before we can actually play Odamex, we need to make sure Odamex knows where to find the appropriate IWAD file. There are two ways to do this:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Set the DOOMWADDIR environment variable. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
d83fde1f957c5e71eba4153239a7e061df913486
2774
2771
2007-01-23T18:41:42Z
AlexMax
9
wikitext
text/x-wiki
{{stub}}
As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system.
== Downloading Odamex ==
Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform.
== Installing Odamex ==
===Windows===
Simply unzip the file into its own directory.
== OSX ==
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
== Using a Doom IWAD ==
Before we can actually play Odamex, we need to make sure Odamex knows where to find the appropriate IWAD file. There are two ways to do this:
* Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry.
* Set the DOOMWADDIR environment variable. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables.
e81488412757a7c43b7d99aab46d2b2fff205307
2771
2766
2007-01-22T18:32:01Z
Voxel
2
/* OSX Installer */
wikitext
text/x-wiki
{{stub}}
== Downloading ==
* Windows
* OSX
* Sparc
* Linux
* FreeBSD
* OpenBSD
* CentOS
* RiscOS
* ...
== OSX Installer ==
[[Image:OSXInstaller.jpg|thumb||OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
== NSIS Installer ==
[todo when we actually build the installer]
== Using a DOOM IWAD ==
== Running ==
88561cf85d37bf45277cb15280794d70cda35361
2766
2646
2007-01-22T18:20:21Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
== Downloading ==
* Windows
* OSX
* Sparc
* Linux
* FreeBSD
* OpenBSD
* CentOS
* RiscOS
* ...
== OSX Installer ==
[[Image:OSXInstaller.jpg|none|500x200px|OSX installer in action]]
Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder.
== NSIS Installer ==
[todo when we actually build the installer]
== Using a DOOM IWAD ==
== Running ==
93c39bb9c957e61a0e822ce44da9cc96b08110d4
2646
2483
2007-01-09T20:41:50Z
Manc
1
wikitext
text/x-wiki
{{stub}}
== Downloading ==
* Windows
* OSX
* Sparc
* Linux
* FreeBSD
* OpenBSD
* CentOS
* RiscOS
* ...
== Installer ==
[todo when we actually have an installer, probably NSIS]
== Using a DOOM IWAD ==
== Running ==
d995a1159a0cca7c18318411ce3868ba50764537
2483
2482
2006-10-31T02:22:56Z
Manc
1
Reverted edit of 24.12.10.135, changed back to last version by Voxel
wikitext
text/x-wiki
== Downloading ==
* Windows
* OSX
* Sparc
* Linux
* FreeBSD
* OpenBSD
* CentOS
* RiscOS
* ...
== Installer ==
[todo when we actually have an installer, probably NSIS]
== Using a DOOM IWAD ==
== Running ==
7a6c4b4c79dc40a81beb8538b92d2a1c145c2882
2482
1698
2006-10-31T02:22:09Z
24.12.10.135
0
Minor edit
wikitext
text/x-wiki
== Downloading ==
* Windows
* OSX
* Sparc
* Linux
* FreeBSD
* OpenBSD
* CentOS
* RiscOS
* ...
== Installer ==
[todo when we actually have an installer, probably NSIS]
== Using a DOOM IWAD ==
== Running ==
Test
71706f9278157d34818c8f0273a23410d82261c1
1698
1697
2006-03-31T06:55:25Z
Voxel
2
wikitext
text/x-wiki
== Downloading ==
* Windows
* OSX
* Sparc
* Linux
* FreeBSD
* OpenBSD
* CentOS
* RiscOS
* ...
== Installer ==
[todo when we actually have an installer, probably NSIS]
== Using a DOOM IWAD ==
== Running ==
7a6c4b4c79dc40a81beb8538b92d2a1c145c2882
1697
2006-03-31T06:53:58Z
Voxel
2
wikitext
text/x-wiki
== Downloading ==
* Windows
* OSX
* Sparc
* Linux
* FreeBSD
* OpenBSD
* CentOS
* RiscOS
* ...
== Installer ==
[todo when we actually have an installer, probably NSIS]
== Using a DOOM IWAD ==
a003927b91702bd8c9fa669b08569dfc055f4995
How to play
0
1317
3784
3742
2013-12-13T05:01:13Z
HeX9109
64
/* Free For All */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odalaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADPATH]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game Types ==
Odamex supports a fair share of the essential game types offered by the FPS genre:
=== Deathmatch ===
Deathmatch (DM), commonly also called Free For All (FFA), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
accecc7fbd20959826791f8dee85e31352cba2e6
3742
3364
2012-08-10T23:39:41Z
HeX9109
64
/* Joining a game */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odalaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADPATH]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game Types ==
Odamex supports a fair share of the essential game types offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
8354116a205bdd25223e48b738971ef2167c3653
3364
3349
2008-10-10T10:16:04Z
Russell
4
DOOMWADDIR supports only 1 path
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADPATH]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game Types ==
Odamex supports a fair share of the essential game types offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
c69c5dd59eda6f3cbf9853e9c4217ef80ffe5e54
3349
3341
2008-09-03T09:00:51Z
Ralphis
3
Game modes to Game types
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game Types ==
Odamex supports a fair share of the essential game types offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
d5227b3f7d3bef42d4edce9249746ae207bab50e
3341
3078
2008-09-03T08:22:26Z
Ralphis
3
/* Capture the Flag */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
ae3dd826c60db535a25b0cf8a8fdfea45980b8dc
3078
3077
2008-05-05T14:59:54Z
Voxel
2
/* WAD directories */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
b7a297422df4f9eacd53e767654cd5328da697f3
3077
2884
2008-05-05T14:59:41Z
Voxel
2
/* WAD directories */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
d741f32ee004ac08ada3ea3f2232f252a41824ea
2884
2883
2007-03-31T16:56:49Z
Voxel
2
/* WAD directories */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
f4b07631e63f4ec52ee32ab04107f2c23d0191ad
2883
2882
2007-03-29T19:30:04Z
GhostlyDeath
32
/* WAD directories */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please not that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
7f6be7018f261f135c2e27d4f801c200039d9ab3
2882
2881
2007-03-29T19:29:32Z
GhostlyDeath
32
/* Game controls */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
70ec209e4350255971a65c5772f3dd3a1ca15a7d
2881
2786
2007-03-29T19:29:15Z
GhostlyDeath
32
/* Game controls */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
If you are playing under Linux, it will search your $(HOME) directory for IWADs and PWADs. Please not that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
ac99253c808ede8121d489e1f0bdeaf3e6a957ae
2786
2773
2007-01-24T01:04:15Z
Voxel
2
/* Joining a game */ add FBSD screenshot
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
[[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]]
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
70ec209e4350255971a65c5772f3dd3a1ca15a7d
2773
2366
2007-01-23T18:03:05Z
Voxel
2
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
=== WAD directories ===
The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
a512ec127aa6de3b99e597c1fa50220578610221
2366
2365
2006-10-02T01:26:09Z
72.165.85.68
0
/* Joining a game */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
df4a7e5453a1aeea4829d4f53e4914e91df0a9c5
2365
2364
2006-10-02T01:24:20Z
72.165.85.68
0
/* Game controls */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
ac5117c7c065f5fc71e37ff226bc418f50d79065
2364
2363
2006-10-02T01:22:56Z
72.165.85.68
0
/* More options */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
cddaec4bd9c1b96a364fab7599c2886785815b31
2363
2362
2006-10-02T01:20:54Z
72.165.85.68
0
/* Cooperative */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
c4bf1c8b2826fb6e74adb8ceb816bf05ae71d1ce
2362
2361
2006-10-02T01:19:34Z
72.165.85.68
0
/* Free For All */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
25dd21fe8169bfeb81b39d2fe529c476ff2bb997
2361
2244
2006-10-02T01:18:12Z
72.165.85.68
0
/* Capture the Flag */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
9cc02b62d318dfd07c79eff2ed747a96da8b7432
2244
2223
2006-07-04T05:38:14Z
Nautilus
10
/* Team Deathmatch */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
For capture the flag, there is an official Odamex map-pack "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
79a4bc6b6d395b34ea8c6daeb195e7857187e669
2223
2209
2006-04-29T18:39:29Z
Nautilus
10
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
For capture the flag, there is an official Odamex map-pack "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
ba34d23c6cbd9c374c8ad75070b6df823e36ca02
2209
2200
2006-04-18T10:12:07Z
Voxel
2
/* Joining a game */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can tune your mouse sensitivity precisely.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
For capture the flag, there is an official Odamex map-pack "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
7ec547bc88870cf413ac1b774725d4e55efa51e6
2200
2195
2006-04-16T17:44:03Z
72.165.84.38
0
/* Game modes */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can tune your mouse sensitivity precisely.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
For capture the flag, there is an official Odamex map-pack "odactf.wad".
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
44150ff7318bf2526df497781381e4c54c710a66
2195
1963
2006-04-16T06:34:30Z
Nautilus
10
wikitext
text/x-wiki
Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== More options ==
There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can tune your mouse sensitivity precisely.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
0685b85836ff676f6b420d1a7c4809413483837f
1963
1962
2006-04-11T19:28:10Z
Nautilus
10
/* Joining a game */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
22795bb04bc0bbb412bfa1bed558035c37c77878
1962
1961
2006-04-11T19:10:57Z
Nautilus
10
/* Joining a game */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
29c5472ba79585debb775f69ed3374bb0903cbdc
1961
1959
2006-04-11T19:06:30Z
Nautilus
10
/* Joining a game */
wikitext
text/x-wiki
Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the first one). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
225118209aac15b2dfc687c8346589106c4b6194
1959
1744
2006-04-11T14:52:34Z
AlexMax
9
wikitext
text/x-wiki
Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]]
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list or just individual servers by clicking on their respective buttons. To play, simply click on a server that you'd like to play on and hit the launch button (the first one). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
7a8bb30e85c0ee05df872ca384170cfd89e69a81
1744
1715
2006-04-01T18:38:25Z
EarthQuake
5
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list or just individual servers by clicking on their respective buttons. To play, simply click on a server that you'd like to play on and hit the launch button (the first one). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
29d806b0207096a1143f540897b64b139fffcb47
1715
1714
2006-03-31T19:31:52Z
Nautilus
10
/* Game controls */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server.
== Game controls ==
To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
a1c72e575f85cebaab690cd269ef5553fe100ead
1714
1713
2006-03-31T19:30:03Z
Nautilus
10
/* Game controls */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server.
== Game controls ==
To customize and adjust your game controls to your own preference, then when you have Odamex running, go to options on the main menu and then to customize controls. There, you'll see a list of different actions with their corresponding default controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the control for an action that you'd like to change to change it to another control. To clear it, hit backspace.
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
f63013b7b3fd75d5e9aa9622f40ef30632bc6f9b
1713
1712
2006-03-31T19:26:39Z
Nautilus
10
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings.
If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server.
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
3640d91364dc0516fc26950693707b8104a282ee
1712
1696
2006-03-31T19:25:48Z
Nautilus
10
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings.
If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s).
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
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1696
1695
2006-03-31T06:51:37Z
Voxel
2
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (lattency) for a better experience.
If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s).
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
e47440aed50e0b4b82edb3032880f527126c0165
1695
1694
2006-03-31T06:51:25Z
Voxel
2
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (lattency) for a better experience.
If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s).
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
641f9f3249dae4030fa2eec6bdd49d9c5ea6634f
1694
1673
2006-03-31T06:51:08Z
Voxel
2
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (lattency) for a better experience.
If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s).
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
dc1ed617e370b7f76d79b0e5ff64ddb86825b155
1673
1668
2006-03-31T06:21:46Z
Nautilus
10
/* Cooperative */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex Launcher, which queries the master server and lists the public Odamex servers that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on.
If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s).
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning.
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1668
1666
2006-03-31T06:18:28Z
Nautilus
10
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex Launcher, which queries the master server and lists the public Odamex servers that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on.
If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s).
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
a10625c0cf69f8fb1c08640ba45a64ed39860999
1666
1640
2006-03-31T06:16:27Z
Nautilus
10
/* Joining a game */
wikitext
text/x-wiki
== Joining a game ==
If you'd like to start gaming, then open up the odmlaunch application that is in the directory to which you installed/unarchived Odamex. This is the Odamex Launcher, which queries the master server and lists the public Odamex servers that are currently running.
Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on.
If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s).
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
91811efbf146fb7c7bce7bb5d3bc6a4673a26264
1640
1639
2006-03-31T05:42:35Z
Voxel
2
/* Free For All */
wikitext
text/x-wiki
== Joining a game ==
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
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2006-03-31T05:42:02Z
Voxel
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wikitext
text/x-wiki
== Joining a game ==
== Game controls ==
== Game modes ==
Odamex supports a fair share of the essential game modes offered by the FPS genre:
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
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1636
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2006-03-31T05:41:03Z
Voxel
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wikitext
text/x-wiki
Odamex supports a fair share of the essential game modes offered by the FPS genre:
== Game modes ==
=== Free For All ===
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
=== Head to Head ===
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
=== Team Deathmatch ===
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
=== Capture the Flag ===
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
=== Cooperative ===
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
5bd53ec26280e301506f33c4192108d51a4468f5
1622
1621
2006-03-31T02:54:30Z
72.165.84.38
0
/* Cooperative */
wikitext
text/x-wiki
Odamex supports a fair share of the essential game modes offered by the FPS genre:
== Free For All ==
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
== Head to Head ==
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
== Team Deathmatch ==
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
== Capture the Flag ==
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
== Cooperative ==
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
dae11688d8817cd0dd9fa20116dd470fea3fdf07
1621
1620
2006-03-31T02:53:54Z
72.165.84.38
0
/* Capture the Flag */
wikitext
text/x-wiki
Odamex supports a fair share of the essential game modes offered by the FPS genre:
== Free For All ==
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
== Head to Head ==
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
== Team Deathmatch ==
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
== Capture the Flag ==
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed.
== Cooperative ==
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
ab17b677a22bbcfc1c9d1207bc5ebc70337cdf0c
1620
1619
2006-03-31T02:53:14Z
72.165.84.38
0
/* Capture the Flag */
wikitext
text/x-wiki
Odamex supports a fair share of the essential game modes offered by the FPS genre:
== Free For All ==
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
== Head to Head ==
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
== Team Deathmatch ==
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
== Capture the Flag ==
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return a flag, the person who is holding the flag of the opposite team has to be killed.
== Cooperative ==
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
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1619
1618
2006-03-31T02:51:36Z
72.165.84.38
0
/* Head to Head */
wikitext
text/x-wiki
Odamex supports a fair share of the essential game modes offered by the FPS genre:
== Free For All ==
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
== Head to Head ==
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode.
== Team Deathmatch ==
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
== Capture the Flag ==
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return a flag, the person who had taken the flag of the opposite team has to be killed.
== Cooperative ==
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
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2006-03-31T02:50:20Z
72.165.84.38
0
wikitext
text/x-wiki
Odamex supports a fair share of the essential game modes offered by the FPS genre:
== Free For All ==
Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode.
== Head to Head ==
If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and is centered on in many tournaments.
== Team Deathmatch ==
This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team.
== Capture the Flag ==
A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return a flag, the person who had taken the flag of the opposite team has to be killed.
== Cooperative ==
If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
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EarthQuake
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Odamex supports all of the basic game modes offered by other popular online source ports:
== Free For All ==
Free For All is a term given to deathmatch in which the goal is to kill, or frag, as many other players as possible. The match will end when either someone reaches the fraglimit, or when the allotted time runs out. Killing yourself results in a deduction from your total frags.
== Head to Head ==
Head to Head, commonly referred to as 1-on-1, is a variant of deathmatch where the key characteristic is that there is a maximum of two players playing simultaneously. The dynamics of head to head games are much different than that of a standard free-for-all, because all of the players' attention is directed toward one individual, as opposed to many. Typically, this makes for a much slower-paced game and invokes players to make careful decisions about what to do next.
== Team Deathmatch ==
If you want a break from the usual free-for-all's, and don't really want to get into the complexity of capture the flag, then Team Deathmatch is always an option. Like normal deathmatch games, the goal is to accumulate the most frags, but the climax of this plot is that you have a helping hand. The match will end when a team's total frag count reaches the fraglimit, or when the alloted time runs out.
== Capture the Flag ==
Capture the Flag, like team deathmatch, is a team-based game mode where the goal is to take the opposing team's flag and bring it back to your own. Successfully doing so results in a capture thus adding to the team's score. The game will end when a team reaches a specified number of captures, or when the allotted time runs out. Unlike other team modes, different types of strategies (?) tend to surface in capture the flag, that are formed to help maintain balance in the game. Defense and offense are considered two of these and are pretty self-explanatory.
== Cooperative ==
If going against other players isn't your style, then you can always battle against the monsters with other players. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players.
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Shoot anything that moves. Excluding your teammates.
e6637ea2b09f0878c781179e623e14d503fe6084
How to run a server
0
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3939
3803
2019-12-27T20:08:26Z
Hekksy
139
/* Software updates */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[sv_usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[sv_hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the specified map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[sv_gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the sv_gametype article for more information on what modes are currently available in Odamex.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[sv_usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[sv_startmapscript]] and [[sv_endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic map cycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Handy Tips ==
==== Setting game modes ====
See [[sv_gametype]] article.
==== Running a Cooperative server ====
Some single player maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about our [[Master|master servers]].
=== Software updates ===
Odamex currently does not support automatic software updates. Thus, server runners are responsible for making sure their Odamex server is up-to-date, as older server versions will not appear on newer versions of the Odamex Launcher.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
1f9eee4e5a86d95a73fa222c18ba83186c96a130
3803
3490
2014-09-05T22:24:19Z
Russell
4
spelling
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[sv_usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[sv_hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the specified map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[sv_gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the sv_gametype article for more information on what modes are currently available in Odamex.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[sv_usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[sv_startmapscript]] and [[sv_endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic map cycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Handy Tips ==
==== Setting game modes ====
See [[sv_gametype]] article.
==== Running a Cooperative server ====
Some single player maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about our [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
585a3e0fd7eb5b3447ff7160464e0136a433a3e5
3490
3381
2010-08-25T00:21:32Z
Ralphis
3
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[sv_usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[sv_hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the specified map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[sv_gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the sv_gametype article for more information on what modes are currently available in Odamex.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[sv_usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[sv_startmapscript]] and [[sv_endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic map cycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Handy Tips ==
==== Setting game modes ====
See [[sv_gametype]] article.
==== Running a Cooperative server ====
Some single player maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
1805f8f711d89a725cfb89bded891b228a72d0cd
3381
3367
2010-01-15T10:46:35Z
Ralphis
3
/* Useful settings */ Remove reference to deathmatch cvar, replace with gametype
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the gametype article for more information on what modes are currently available in Odamex.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Handy Tips ==
==== Setting game modes ====
See [[gametype]] article.
==== Running a Cooperative server ====
Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
0d893641a4dae7f0582c9b72be37c0c48f819d0e
3367
3366
2008-11-10T00:47:44Z
Ralphis
3
/* Setting game modes */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Handy Tips ==
==== Setting game modes ====
See [[gametype]] article.
==== Running a Cooperative server ====
Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
c6425e9905f5d833e25e07b8653827194737e697
3366
3332
2008-11-10T00:41:59Z
Ladna
50
/* Setting game modes */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Handy Tips ==
==== Setting game modes ====
When running a server, the wanted game modes should always be set and others should be unset, for example:
* Cooperative:
** set gamemode = 0
* Deathmatch:
** set gamemode = 1
* Team Deathmatch:
** set gamemode = 2
* Capture the Flag
** set gamemode = 3
==== Running a Cooperative server ====
Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
e664a07e9ff73ee086ce5f7b23d5682bcf40d868
3332
3326
2008-08-11T04:19:23Z
Russell
4
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Handy Tips ==
==== Setting game modes ====
When running a server, the wanted game modes should always be set and others should be unset, for example:
* Cooperative:
** set deathmatch 0
** set teamplay 0
** set usectf 0
* Deathmatch:
** set deathmatch 1
** set teamplay 0
** set usectf 0
* Teamplay:
** set deathmatch 1
** set teamplay 1
** set usectf 0
* Capture the Flag:
** set deathmatch 1
** set teamplay 1
** set usectf 1
Not setting these correctly may have unusual/unwanted side-effects on the client or server.
==== Running a Cooperative server ====
Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc).
To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
d7d111925501aa862d9e17ac06615672022cbf60
3326
3300
2008-08-07T14:24:32Z
Ralphis
3
/* Useful settings */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
''Check out the [[Basic Server Settings]] article for a longer list of useful settings.''
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
260c285677b92b48634db3449afeb71f462330d2
3300
3299
2008-08-06T19:17:22Z
Ralphis
3
/* Useful settings */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
Check out [[Basic Server Settings]] for a longer list of useful settings.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
340775d1ab8994e8fe0a6a69f0c1e748f024a830
3299
3112
2008-08-06T19:14:12Z
Ralphis
3
/* Software updates */ doesn't even exist yet
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
9c12ec125f0f45abfe7f102bb53001e16e13f507
3112
3111
2008-05-06T11:20:04Z
Ralphis
3
whoops take 2
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]].
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]].
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
46dcac0b19a9332e02e808d2d392689434d7f032
3111
3110
2008-05-06T11:19:31Z
Ralphis
3
/* = Other commands */ whoops
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
=== Other commands ===
Please see [[:Category:Server commands|Server commands]]
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]]
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
0ab13ace19e114d6d557e47b6437861583a6d3f0
3110
3109
2008-05-06T11:18:47Z
Ralphis
3
Added links to [[Server commands]] and [[Server variables]]
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
==== Other commands ===
Please see [[:Category:Server commands|Server commands]]
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
=== Other variables ===
Please see [[:Category:Server variables|Server variables]]
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
3abf734d33b69defb6c79d46888388a89f50b496
3109
3067
2008-05-06T11:16:35Z
Ralphis
3
/* Basics of Configuring a Server */ small grammar fixes
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
cda19451ea30277fff5721174ad2333603a354c1
3067
3066
2008-05-05T14:43:21Z
Voxel
2
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Master servers ===
See information about out [[Master|master servers]].
=== Software updates ===
The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
693328dbf28c85c23363980712599b2a0a7ced2f
3066
3064
2008-05-05T14:40:53Z
Voxel
2
/* Global blacklist */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Master server ==
See information about the [[Master|master server]].
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Software updates ===
The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
08e04c7e3a1cb8db418b7f5f249ccea2d107f80a
3064
2661
2008-05-05T14:38:40Z
Voxel
2
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
== Master server ==
See information about the [[Master|master server]].
== Useful commands ==
==== rquit ====
You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave).
==== usemasters ====
[[usemasters]] is used to set your server as either private or public.
==== if ====
The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server.
== Useful variables ==
[[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling.
== Optional Services ==
We provide a range of extended services for running servers to improve experience of both players and server administrators.
=== Software updates ===
The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date.
=== Global blacklist ===
Some computers and/or persons tend to do nothing but cause trouble. Computers can be afflicted by malicious software and there can be particular individuals with ill intent. We track computer addresses that cause trouble on our network and maintain a blacklist. You can use this on your server to block the access of computers that pose a threat.
== Getting help ==
You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request.
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2661
2318
2007-01-09T21:11:09Z
Ralphis
3
added rcon_password
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
*'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
3064e0fadd653b397081563beb5a8d0ccc37cd8b
2318
2317
2006-09-23T20:02:13Z
Voxel
2
/* Basics of Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
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2317
2266
2006-09-23T20:01:51Z
Voxel
2
/* Map and WAD cycles */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to set up a map or wad rotation using the [[addmap]] command.
11648289083def5539a5ee49db5da1da057fb103
2266
2196
2006-08-31T19:37:50Z
Voxel
2
/* Map cycles */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
== Further configuration ==
=== Map and WAD cycles ===
You may wish to...
f156db51f2da2e53bd27f29a6caf6bf20313c4a0
2196
2133
2006-04-16T06:38:05Z
Nautilus
10
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
== Further configuration ==
=== Map cycles ===
You may wish to...
a720adcc58e4a8db0be44508fe0fc60136cf3789
2133
1723
2006-04-15T16:47:08Z
Manc
1
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
== Further configuration ==
=== Map cycles ===
You may wish to...
6c9ed0307a4ca7a67cf31846e62ed87fe27bc5dc
1723
1717
2006-04-01T00:03:05Z
Deathz0r
6
deathmatch 0
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[commandline]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode.
== Further configuration ==
=== Map cycles ===
You may wish to...
545fd8cd582c91de9c10258fa1ccaf91c8362857
1717
1700
2006-03-31T19:42:58Z
Nautilus
10
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[commandline]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
== Further configuration ==
=== Map cycles ===
You may wish to...
0eadf3527e6e95abe038c88d3babd9ebad1fb930
1700
1699
2006-03-31T06:57:44Z
Voxel
2
/* Basics of Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
== Further configuration ==
=== Map cycles ===
You may wish to...
36314c4d6387e84257782513298f4965b2c9381f
1699
1687
2006-03-31T06:56:33Z
Voxel
2
wikitext
text/x-wiki
If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
== Further configuration ==
=== Map cycles ===
You may wish to...
1bce0204cc8218e035af884902e86eb77ec7c619
1687
1686
2006-03-31T06:44:25Z
Voxel
2
/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics of Configuring a Server ==
The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
== Further configuration ==
=== Map cycles ===
You may wish to...
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1686
1685
2006-03-31T06:44:12Z
Voxel
2
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application from the installation directory. You should then automatically have a server up and running with default configuration.
== Basics to Configuring a Server ==
The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
== Further configuration ==
=== Map cycles ===
You may wish to...
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1685
1684
2006-03-31T06:42:46Z
Voxel
2
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]].
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
== Further configuration ==
=== Map cycles ===
You may wish to...
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1684
1683
2006-03-31T06:40:50Z
Voxel
2
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections.
=== Public/private server ===
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately.
If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included).
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
=== Map cycles ===
You may wish to...
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1683
1682
2006-03-31T06:37:57Z
Voxel
2
/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections.
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
=== Public server ===
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included).
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
=== Map cycles ===
You may wish to...
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1682
1681
2006-03-31T06:33:25Z
Voxel
2
/* Map cycles */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
=== Public server ===
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included).
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
Also check out the [[commandline]] parameters.
=== Map cycles ===
You may wish to...
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2006-03-31T06:33:07Z
Voxel
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/* Useful settings */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
=== Public server ===
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included).
=== Useful settings ===
Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
Also check out the [[commandline]] parameters.
=== Map cycles ===
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2006-03-31T06:30:57Z
Voxel
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/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
=== Public server ===
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included).
=== Useful settings ===
Then you can further customize server settings with more variables and commands listed below:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
More server variables can be found on the [[:Category:Server variables|server variables]] page. Also check out the [[commandline]] parameters.
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2006-03-31T06:28:46Z
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wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
*'''[[sv_cheats]] x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled.
More server variables can be found on the [[:Category:Server variables|server variables]] page.
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2006-03-31T06:28:39Z
Voxel
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wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
*'''[[sv_cheats]] x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled.
More server variables can be found on the [[Category:Server variables|server variables]] page.
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2006-03-31T06:28:10Z
Voxel
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/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
*'''[[sv_cheats]] x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled.
More server variables can be found on the [[http://odamex.net/wiki/Category:Server_variables|server variables]] page.
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2006-03-31T06:01:53Z
Nautilus
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/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
*'''sv_cheats x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled.
More server variables can be found here. [[http://odamex.net/wiki/Category:Server_variables]].
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2006-03-31T06:01:39Z
Nautilus
10
/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
*'''sv_cheats x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled.
More server variables can be found here [[http://odamex.net/wiki/Category:Server_variables]].
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1645
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2006-03-31T05:49:56Z
Nautilus
10
/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
*'''sv_cheats x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled.
9520acc785f8205f22cb0212dd124bd5c57765ba
1642
1641
2006-03-31T05:47:59Z
Nautilus
10
/* Basics to Configuring a Server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch.
60d6d347bfe555d6d6c585c8513bf0f902d9bbd9
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2006-03-31T05:45:56Z
Nautilus
10
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''deathmatch
50979b1245a8ec628756f43b9c8dbaa705ebf5f6
1638
1637
2006-03-31T05:42:00Z
Nautilus
10
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a Server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostmask "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''deathmatch
46d852e57f1de19399b26f1758adb9e28c49428f
1637
1635
2006-03-31T05:41:32Z
Nautilus
10
/* Configuring a server */
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Basics to Configuring a server ==
First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision.
The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so.
To name your server you must type in the text box on the bottom of odasrv '''hostmask "x"''', where "x" is the name of the server (with quotes included).
Then you can further customize server settings with more variables and commands listed below:
*'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x".
*'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1
*'''deathmatch
c9a6fec04fd41a348d21b349cdaedb1b6f14d1bc
1635
1577
2006-03-31T05:16:40Z
Nautilus
10
wikitext
text/x-wiki
If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running.
== Configuring a server ==
First of all, decide if you want your server to be advertised on the odamex public server list. Set [[Usemasters|usemasters]] appropriately.
794a22623b9a8dc906a480cc05f63ffd62b138a4
1577
1576
2006-03-30T22:01:05Z
Voxel
2
wikitext
text/x-wiki
svn co svn://odamex.net
make
./odasrv
== Configuring a server ==
First of all, decide if you want your server to be advertised on the odamex public server list. Set [[Usemasters|usemasters]] appropriately.
fa07704a5c885aa0ee0940c89d54c2ba96aba09f
1576
1426
2006-03-30T22:00:48Z
Voxel
2
wikitext
text/x-wiki
svn co svn://odamex.net
make
./odasrv
== Configuring a server ==
First of all, decide if you want your server to be advertised on the odamex public server list. Set [[Usemasters]] appropriately.
1e27cb1ff888e4f4d30dca965bbf16c0b1f63979
1426
1425
2006-03-30T18:54:42Z
Voxel
2
wikitext
text/x-wiki
svn co svn://odamex.net
make
./odasrv
103a80308eca3aaa1fa9f57d67373e1f11017edb
1425
2006-03-30T18:54:31Z
Voxel
2
wikitext
text/x-wiki
svn co svn://odamex.net
make
./odasrv
7daf8f1e56b92894a4e77012375dc34b631a5e07
Hud targetcount
0
1591
3148
2008-05-24T03:44:22Z
GhostlyDeath
32
wikitext
text/x-wiki
===hud_targetcount===
Minimum: 0
Maximum: 64
Default: 2
This variable adds a limit to the names that appear when target names is enabled.
[[Category:Client_variables]]
7c2b3d215d6905c27ab79a76cd8c5a04b25f9c8d
Hud targetnames
0
1589
3141
2008-05-24T00:18:15Z
GhostlyDeath
32
wikitext
text/x-wiki
===hud_targetnames===
0: Disable name targetting.<br>
1: Enable name targetting.<br>
When this is enabled, you will be able to see people's names on a list at the bottom of the screen.
[[Category:Client_variables]]
853a378ce985993de53429b5d4c18bcc0b04d087
IRC
0
1312
3229
3036
2008-06-14T05:07:06Z
Russell
4
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recommended IRC clients are:
* [http://www.mirc.com mIRC]: Windows client (GUI, Shareware).
* [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source)
* [http://www.irssi.org irssi]: Windows/UNIX client (Terminal, Open Source)
Online based IRC clients:
* [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java)
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here]
* Clan related activity should be moved to an appropriate channel/network
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
* [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link
3de7caea2d80e6222e87116d7f26e5b7c58548c4
3036
2994
2008-05-05T04:40:42Z
Russell
4
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recommended IRC clients are:
* [http://www.mirc.com mIRC]: Windows client (GUI, Shareware).
* [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source)
* [http://www.irssi.org irssi]: Windows/UNIX client (Terminal, Open Source)
Online based IRC clients:
* [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java)
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here]
* Clan related activity should be moved to an appropriate channel/network
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
* [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link
d0e054254da4b4a4d41ae64a6c53d4d191218214
2994
2993
2008-02-28T01:16:48Z
Russell
4
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recommended IRC clients are:
* [http://www.mirc.com mIRC]: Windows client (GUI, Shareware).
* [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source)
* [http://www.irssi.org irssi]: Windows/UNIX client (Terminal, Open Source)
Online based IRC clients:
* [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java)
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here]
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
* [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link
e6664b01c19a28715eec9fb4d3ce64253eb8d280
2993
2992
2008-02-28T01:14:04Z
Russell
4
fix ups, removing duplicate text
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recommended IRC clients are:
* [http://www.mirc.com mIRC]: Windows client (GUI, Shareware).
* [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source)
* [http://www.irssi.org irssi]: UNIX client (Terminal, Open Source)
Online based IRC clients:
* [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java)
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here]
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
* [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link
47ca4aa3be43766aafefd68fac375cd471b76d67
2992
2989
2008-02-28T01:02:36Z
Russell
4
sp, clean ups, etc
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recommended IRC clients are:
* [http://www.mirc.com mIRC]: Windows client (GUI, Shareware).
* [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source)
* [http://www.irssi.org irssi]: UNIX client (Terminal, Open Source)
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here]
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
* mIRC connect link: [irc://irc.oftc.net/odamex here]
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
2ae60ab1318640bc7654b7c2da41be1104a1ff45
2989
2963
2008-01-22T01:10:12Z
Russell
4
Moved stuff around, added a couple more rules
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
* Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here]
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
* mIRC connect link: [irc://irc.oftc.net/odamex here]
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
2f78426105c9886313a40ce18c688a3d2a0b2f14
2963
2923
2007-11-23T09:09:49Z
Russell
4
sp and link
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
* mIRC connect link: [irc://irc.oftc.net/odamex here]
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
237074ea4ab272e9ff46b466240585bd19911c21
2923
2918
2007-05-04T20:13:04Z
Manc
1
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
38a3385e762f0e10930ca1867753d81e5a7b9938
2918
2917
2007-04-17T06:11:48Z
Manc
1
/* What are the rules of #odamex? */
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
f5d936340534ea9e7f59d56a6ffce588e8484b6e
2917
2916
2007-04-17T06:10:51Z
Manc
1
/* What is IRC? */
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change (we'll make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
5fcc1788a094ce7e17afa8ce23ba1ca9fe42fcaa
2916
2915
2007-04-17T06:08:41Z
Manc
1
/* What are the rules of #odamex? */
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change (we'll make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
4b8fab20c325016c13c41051520f41fa742fdc3e
2915
2914
2007-04-17T06:07:40Z
Manc
1
/* What are the rules of #odamex? */
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat, this place is for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change (we'll make an announcement to such), so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
92887e6f7685f402b8af9b61e80c05579becd0da
2914
2913
2007-04-17T06:02:32Z
Russell
4
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat, this place is for Odamex and anything directly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
1e3dbe2995ce327de5c7a8d65db83b415a28f2c3
2913
2868
2007-04-17T06:01:26Z
Russell
4
This has been happening a lot lately
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Continuous offtopic chat, this place is for Odamex and anything directly/indirectly related to it.
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced and can change, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
4f7798448de3243092f5471ce1b659ce4a13cc4f
2868
2812
2007-03-01T05:23:07Z
Ralphis
3
/* What are the rules of #odamex? */ Intoxication addition
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
63a2bdc0a391b43d6e80a911a351805bbe64d6fa
2812
2811
2007-01-25T19:56:06Z
Manc
1
/* What happens if a rule is broken? */ More formatting
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
7a0b44908de90be0477bfffe7e6e2ab6c2c6b7bd
2811
2810
2007-01-25T19:53:59Z
Manc
1
/* What happens if a rule is broken? */ Add back more detailed info, cleaned up
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban
More severe consequences are in place to help protect our users, these include:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
61a896752f0177be37d40b2861b53c3452218e6f
2810
2809
2007-01-25T19:49:20Z
Manc
1
Minor rearrangement
wikitext
text/x-wiki
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
e3e8a54e9148226b76e5c61be9891b6570675edd
2809
2807
2007-01-25T18:11:41Z
Deathz0r
6
wikitext
text/x-wiki
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]].
'''These rules will be enforced, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
44a83bad0f364e150454871104399eed847041ec
2807
2806
2007-01-25T17:57:45Z
AlexMax
9
wikitext
text/x-wiki
==Where is #odamex located?==
* Server: <tt>irc.oftc.net</tt>
* Channel: <tt>#odamex</tt>
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==What is #odamex?==
<tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugtracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugtracker]].
'''These rules will be enforced, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
dfbb69bcc6e01692967d7aa71389e36d679039cf
2806
2696
2007-01-25T17:55:35Z
AlexMax
9
wikitext
text/x-wiki
==Where is #odamex located?==
Server: irc.oftc.net
Channel: #odamex
==What is IRC?==
IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea.
Some recomended IRC clients are:
* [http://www.mirc.com mIRC]: The de-facto Windows IRC client.
* [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client.
* [http://www.irssi.org irssi]: The de-facto unix commandline IRC client.
==What is #odamex?==
#odamex is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugtracker]].
==What are the rules of #odamex?==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows:
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Discussions about (selling) drugs
* Trading/linking warez and/or warez sites
* Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated.
* Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited
In addition, there are a few more rules that are a little less obvious, but just as important:
* Venting on something. Please, do it somewhere else.
* Source port wars, including "Odamex is better than port X" or vice versa.
* Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugtracker]].
'''These rules will be enforced, so please be aware.'''
==What happens if a rule is broken?==
As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans.
==Those are an awful lot of rules==
That's not a question.
==Why so many rules?==
They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
* [irc://irc.oftc.net/odamex #odamex] (requires an IRC client)
* [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java)
d5cf094f5606efffe30c35b34c6aff55443f80ef
2696
2690
2007-01-18T12:28:15Z
Deathz0r
6
typo
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bugs belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be courteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, a lot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X is better than Odamex" '''or vice-versa''' that degrade to mindless babble are not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt.
'''These rules will be enforced, so please be aware.'''
===Consequences===
As a general follow-up to rules, some consequences must be put in place if one breaks the rules.
Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban duration:
** 1 hour
** 1 day
** 1 week
More severe consequences are in place to help protect our users, these are:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The
best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
[irc://irc.oftc.net/odamex #odamex]
a9369c0cfe8bb0cc0abac5d469985069dab54f98
2690
2554
2007-01-15T23:05:45Z
Manc
1
/* General Rules */
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bugs belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be curteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, a lot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X is better than Odamex" '''or vice-versa''' that degrade to mindless babble are not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt.
'''These rules will be enforced, so please be aware.'''
===Consequences===
As a general follow-up to rules, some consequences must be put in place if one breaks the rules.
Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban duration:
** 1 hour
** 1 day
** 1 week
More severe consequences are in place to help protect our users, these are:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The
best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
[irc://irc.oftc.net/odamex #odamex]
535ec945a6926b30bbcf2e84725074aaa6d04cf9
2554
2507
2006-11-10T01:16:28Z
Manc
1
/* Overview */
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bugs belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be curteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, a lot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X is better than Odamex" '''or vice-versa''' is not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt.
'''These rules will be enforced, so please be aware.'''
===Consequences===
As a general follow-up to rules, some consequences must be put in place if one breaks the rules.
Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban duration:
** 1 hour
** 1 day
** 1 week
More severe consequences are in place to help protect our users, these are:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The
best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
[irc://irc.oftc.net/odamex #odamex]
fc3f6fe2e9338e2bf322c51a35bda852eb9220fe
2507
2506
2006-11-05T00:38:07Z
Russell
4
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bug's belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be curteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, a lot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X is better than Odamex" '''or vice-versa''' is not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt.
'''These rules will be enforced, so please be aware.'''
===Consequences===
As a general follow-up to rules, some consequences must be put in place if one breaks the rules.
Here is a small list of what consequences exist, which will be put in order upon breach of the rules:
* A warning.
* A second warning.
* Kick-ban duration:
** 1 hour
** 1 day
** 1 week
More severe consequences are in place to help protect our users, these are:
* An auto-kick for a month
* An auto-kick for an entire year
* Permanent auto-kick.
As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The
best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it.
==External Links==
[irc://irc.oftc.net/odamex #odamex]
c3dde6ac1230d2381709b76c5f72d332ef785c15
2506
2505
2006-11-05T00:12:47Z
Russell
4
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bug's belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be curteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, a lot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X port is better than Odamex" '''or vice-versa''' is not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt.
==Consequences==
OH CRAP RAN OUT OF TIME BBL
==External Links==
[irc://irc.oftc.net/odamex #odamex]
66dab85fe55af886aa5e27e391f9a4a0783ad85d
2505
2504
2006-11-04T21:56:01Z
Manc
1
/* General Rules */ A couple of additional changes
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bug's belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be curteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, things like this take up huge amounts of disk space. We have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, a lot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X port is better than Odamex" '''or vice-versa''' is not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt.
==Consequences==
OH CRAP RAN OUT OF TIME BBL
==External Links==
[irc://irc.oftc.net/odamex #odamex]
8210929429f4a6ef32d9af5990768a49b55916ca
2504
2503
2006-11-04T21:36:34Z
Manc
1
/* General Rules */ Add pastebin link
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bug's belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be curteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, things like this take up huge amounts of disk space. We have a [http://odamex.net/pastebin pastebin] for that.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, alot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X port is better than Odamex" or vice-versa is not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Cheating in Odamex or providing cheats.
==Consequences==
OH CRAP RAN OUT OF TIME BBL
==External Links==
[irc://irc.oftc.net/odamex #odamex]
8f5aa2456dd2422e12ba3cd3d407031372b443b1
2503
2305
2006-11-04T21:13:56Z
Russell
4
wikitext
text/x-wiki
==Overview==
The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example
* Construction of wiki articles.
* Site suggestions.
* Anything else that is relevant (things such as bug's belong in [[Bugs]])
==General Rules==
For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel:
* Be curteous, polite and respectful of other users
* Spamming will not be tolerated, such as posting huge loads of text into the channel, things like this take up huge amounts of disk space.
* Racism, hate, threats and harassment will not be tolerated.
* Venting on something, alot of this happens, please, do it somewhere else.
* The following discussion are definitely not allowed:
** Discussions about "X port is better than Odamex" or vice-versa is not tolerated.
** Discussions about (selling) drugs
** trading/linking warez and/or warez sites
** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com)
** Beastiality, rape, incest and pedophilia.
** Cheating in Odamex or providing cheats.
==Consequences==
OH CRAP RAN OUT OF TIME BBL
==External Links==
[irc://irc.oftc.net/odamex #odamex]
13b5dbaf6c77ede0a0ebfb59252049872c3f7799
2305
2304
2006-09-21T21:31:00Z
86.143.3.146
0
wikitext
text/x-wiki
One of our preferred methods of communication and discussion is [http://en.wikipedia.org/wiki/Internet_Relay_Chat Internet Relay Chat]. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks and verifies [[svn]] commits.
[irc://irc.oftc.net/odamex #odamex]
d8db8145dde67889b20444ae912a97b28a2da398
2304
2215
2006-09-21T21:30:16Z
86.143.3.146
0
wikitext
text/x-wiki
One of our preferred methods of communication and discussion is [http://en.wikipedia.org/wiki/Internet_Relay_Chat Internet Relay Chat]. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits.
[irc://irc.oftc.net/odamex #odamex]
23108bd7b62e24d9162a477164ee36d3b591edd0
2215
2207
2006-04-20T22:12:13Z
Voxel
2
wikitext
text/x-wiki
One of our preferred methods of communication and discussion is Internet Relay Chat. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits.
[irc://irc.oftc.net/odamex #odamex]
8a58a6c71d344ffbf92baacd1758ff6f0134f1ff
2207
2206
2006-04-17T01:56:04Z
Ralphis
3
wikitext
text/x-wiki
One of our preferred methods of communication and discussion is Internet Relay Chat. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits.
irc.oftc.net
#odamex
60c7a9c9d8246d32b86e27539189dfd87fa7e59e
2206
1400
2006-04-16T21:15:53Z
Nautilus
10
wikitext
text/x-wiki
One of our preferred methods of communication and discussion is Internet Relay Chat. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits.
d0c052b71dc9b3ce5ab1d541a7ecb21fb063903d
1400
2006-03-30T18:25:51Z
Voxel
2
wikitext
text/x-wiki
One of our preferred forms of communication and discussion is Internet Relay Chat. The official odamex channel is located on the oftc network (irc.oftc.net). Atendees are expected to follow standard netiquette. The channel is home to odasvn, a bot that tracks [[svn]] commits.
2bf090110014a46195e2ecfeaafa675886c4133b
Idclev
0
1434
2175
2006-04-16T04:56:56Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===idclev===
Allows the player to warp between levels. This is only relevant to Doom singleplayer and will bear no significance on multiplayer servers.
[[Category:Client_commands]]
57a4eebb498090684bf233e5de53345c80e50a63
Idclip
0
1433
2174
2006-04-16T04:55:29Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===idclip===
Allows the player to walk through all objects.
See also: [[noclip]]
[[Category:Client_commands]]
200bbb311ee746acd12582574ba720d44afd85e0
Iddqd
0
1431
2172
2006-04-16T04:54:27Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===iddqd===
Makes the player invulnerable.
See also: [[god]]
[[Category:Client_commands]]
daf2447cc13ce328c8033c92742e405a86634d07
Idmus
0
1437
2180
2178
2006-04-16T05:01:10Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===idmus===
This command allows your client to switch between a wad's music tracks.
''Ex. If you wanted the map03 music of a wad to play you would use the command '''idmus 03'''. This does not have to be typed in console.
This is a debatable cheat. Please see discussion.
See also: [[changemus]]
[[Category:Client_commands]]
6194b1173500aa7203f85332f9df76af18c20ea8
2178
2006-04-16T05:00:17Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===idmus===
This command allows your client to switch between a wad's music tracks.
''Ex. If you wanted the map03 music of a wad to play you would use the command '''idmus 03'''. This should not have to be typed in console.
This is a debatable cheat. Please see discussion.
[[Category:Client_commands]]
0bd5349df4bb435f26dbbe15644b10f1dfb29dbd
If
0
1546
2878
2007-03-25T08:05:48Z
Killingblair
27
wikitext
text/x-wiki
The if command is very simple. The syntax looks like this:
if CVAR[1] eq VALUE[1] CVAR[2] VALUE[2]
For example:
if deathmatch eq 1 skill 5
If statements can be put into a [[startmapscript]] or an [[endmapscript]].
cfc1c24e8daf8506a5abf44a2a3e42c6bc184e04
Impulse
0
1451
2234
2006-05-03T15:47:28Z
AlexMax
9
wikitext
text/x-wiki
===impulse ''impulse''===
Sets the current weapon to weapon number ''impulse''.
Valid inpulses are:
*1 (Chainsaw and Fist)
*2 (Pistol)
*3 (Super Shotgun and Shotgun)
*4 (Chaingun)
*5 (Rocket Launcher)
*6 (Plasma Rifle)
*7 (BFG 9000)
[[Category:Client_commands]]
98ebc22c43d0e0b563f53eea83186c1d09839d65
Incompatibilities
0
1311
2667
2477
2007-01-09T21:54:54Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
* Due to a bug in WindowsBlinds, the Odamex client was found to leak memory and silently crash as it exits when running with WindowsBlinds turned on.
2b2711d4ebd83b2966a8f6f441c8ac1aae4044c9
2477
2476
2006-10-31T01:50:10Z
Voxel
2
wikitext
text/x-wiki
* Due to a bug in WindowsBlinds, the Odamex client was found to leak memory and silently crash as it exits when running with WindowsBlinds turned on.
f0e5e2383c43dbe77b437f8c4640994ae40e2890
2476
1394
2006-10-31T01:49:23Z
Voxel
2
wikitext
text/x-wiki
* Due to a bug in WindowsBlinds, odamex was found to leak memory and silently crash as it exits when running with WindowsBlinds tuend on.
22b1de0dd456d97f87fcdbfb924ecd38a0a0b99a
1394
2006-03-30T18:10:27Z
Voxel
2
wikitext
text/x-wiki
Odamex was found to leak memory and silently crash as it exits when running with WindowsBlinds. This is a bug in WindowsBlinds.
07ea3580f074a7566820ec5bea7596e13128a19c
JackPasley356
0
1803
3702
2012-07-11T20:31:38Z
188.167.53.80
0
Created page with "As patients, we all for example to feel our doctors are on finest of their game -- they know everything there is to understand around our specific health problem. We for exam..."
wikitext
text/x-wiki
As patients, we all for example to feel our doctors are on finest of their game -- they know everything there is to understand around our specific health problem. We for example to believe this due to the fact we are putting our well being and our lives in their hands. [http://www.nordellaw.com/about/lawyers/kashmir-gandham/ Satnam Gandham
However, what we really have to be thinking is how can doctors stay current on all of the new developments, knowledge and recommended treatments readily available? After all, you'll find so plenty of new medical findings/reports given everyday3 it truly is impossible for anyone doctor to remain current in all locations of medicine. It is even a trouble for a physician to remain existing in 1 specialized area of medicine.
Yes, doctors are essential to take continuing education classes, but the number of hours essential per year is minimal compared to all the new medical data offered each and every day. To stay present, doctors need to generate a concerted effort to learn what exactly is new in their particular practicing area. Doctors who are professional lecturers even hire full-time workers to evaluation all the on the market new medical information. That is how they remain current and can be considered experts.
The point of sharing these thoughts with you is, no matter how fine your doctors are there may well come a day as soon as they cannot solution your particular questions. They could not know around a specific new therapy, may well not recognize about a alter at the present regular of care. You, the patient, could possibly come across your self educating your doctors around something you've got read. Think this isn't most likely to occur, then believe again! This occurs much more normally than we which include to admit. Here is an example of a genuine-life situation a friend recently shared with me . . .
Sarah (not her actual name) lately told me she were feeling particularly tired and was gaining weight. Her physician was operating a couple of blood tests and was checking her thyroid function. She would comprehend around her test leads to a couple of days. A few days later she told me her blood tests came back good, within the typical lab ranges. I asked her what her TSH value was and she said it was Her physician idea they could repeat tests in about 3 months. [http://www.profilecanada.com/companydetail.cfm?company=675961_Gandham_S_S_MD_Richmond_BC Gandham Satnam]
I was shocked to hear her doctor idea a TSH of 8 was typical. I notion she was in all probability becoming hypothyroid. I explained to her that the American Association of Clinical Endocrinologists (AACE) established new tips and hints in 2003 for the TSH range along with the new regular selection for TSH is now three to 0 Using this narrower wide variety, Sarah would be regarded as hypothyroid (not sufficient thyroid hormone) and could be given thyroid supplements.
Sarah's scenario is simply one example of a doctor not realizing the latest data. In case you acquire your self in a exact same situation, here are several helpful suggestions once educating your doctor: [http://www.bbb.org/mbc/business-reviews/optometrists/dr-ls-gandham-optometric-corporation-in-burnaby-bc-1247352 Satnam Gandham]
ecf9478584d113b9906f3bb72e10ab211e1ab9b2
Join
0
1580
3044
2008-05-05T12:55:07Z
Ralphis
3
wikitext
text/x-wiki
===join===
Using this command will join an active game from spectator mode.
Also see: [[spectate]]
[[Category:Client_commands]]
08fe8b85ac3b06f5fcc8b847683bb86fca56188a
Join password
0
1682
3409
2010-08-06T03:56:28Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#password]][[Category:Server_variables]]
c21a299d1648d99c3c50a84d1f94c838d93d803a
KarmenGrundy261
0
1774
3673
2012-07-10T15:18:09Z
86.126.71.226
0
Created page with "A [http://worldclocksite.com world clock] is a tool used to designate , keep, and co-ordinate time. The [http://worldclocksite.com world clock ap] is derived ultimately (vi..."
wikitext
text/x-wiki
A [http://worldclocksite.com world clock] is a tool used to designate , keep, and co-ordinate time. The [http://worldclocksite.com world clock ap] is derived ultimately (via Dutch, Northern French, and Medieval Latin) from the Celtic words clagan and clocca meaning "bell". A silent tool missing such a mechanism has traditionally been known as a timepiece. Generally usage today a "clock" refers to any device for valuing and displaying the [http://worldclocksite.com/time-zones/ time zones map]. Watches and other timepieces that can be carried on one's someone are often distinguished from clocks.
e2f729738eda73d90ca3c10cfbd0e083d43ef15e
Kickban
0
1607
3212
2008-06-06T21:34:44Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists#kickban]][[Category:Server_commands]]
66f91bdfc36790e8c13dd841e04641d7040f55e2
Kill
0
1371
1833
1774
2006-04-04T17:15:54Z
Voxel
2
/* kill */
wikitext
text/x-wiki
===kill===
Kills the player. There are built-in timeouts to prevent abuse.
[[Category:Client_commands]]
90735f68799865bffc2341b27a10ad271ae56d32
1774
1752
2006-04-03T19:24:20Z
AlexMax
9
wikitext
text/x-wiki
===kill===
Kills the player.
[[Category:Client_commands]]
63b478a79d77e466e7223b0ad4f9883df4b81529
1752
2006-04-03T19:13:31Z
AlexMax
9
wikitext
text/x-wiki
'''kill'''
Kills the player.
[[Category:Client_commands]]
be25c5efd51609cdf313c82c04afed71d80dff68
Konulupornovideo
0
1793
3692
2012-07-11T12:50:29Z
92.44.156.79
0
Created page with "En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno...."
wikitext
text/x-wiki
En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno.net birbirinden güzel katagorilerle sizlere daha iyi hizmet verebilmek için hergün yüzlerce video eklemektedir.Siz değerli ziyaretçilerimize takılma olmaksızın ve ileri geri sarılabilen oynatıcımızla rahatlıkla videolarınızı izleyip cinsel ihtiyacınızı giderebilirsiniz. En kaliteli <a href="http://www.konuluporno.net/kategori/Porno-Video" title="porno video">porno video</a> yayını yapan sitemiz sizler için en güzel videoları ileri geri sararak izlemek istediğiniz bölümü rahatlıkla izleyebilir ve reklamsız izlemenin keyfine varabilirsiniz.Saniyede milyonlarca kişinin porno izlediği dünyada reklamsız ve güvenilir porno sitesi bulmak zorlaştığından dolayı sizlere daha güzel hizmet verebilmek için sitemize reklam almıyoruz.Sizlerde rahatlıkla porno izlemek isterseniz adresimiz olan www.konuluporno.net adresine siz değerli ziyaretçilerimizi bekliyoruz.
0676631d2670e4273d68660bdc735749661b3e03
Konulupornovideo1
0
1794
3693
2012-07-11T15:58:01Z
92.44.184.158
0
Created page with "En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno...."
wikitext
text/x-wiki
En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno.net birbirinden güzel katagorilerle sizlere daha iyi hizmet verebilmek için hergün yüzlerce video eklemektedir.Siz değerli ziyaretçilerimize takılma olmaksızın ve ileri geri sarılabilen oynatıcımızla rahatlıkla videolarınızı izleyip cinsel ihtiyacınızı giderebilirsiniz. En kaliteli <a href="http://www.konuluporno.net/kategori/Porno-Video" title="porno video">porno video</a> yayını yapan sitemiz sizler için en güzel videoları ileri geri sararak izlemek istediğiniz bölümü rahatlıkla izleyebilir ve reklamsız izlemenin keyfine varabilirsiniz.Saniyede milyonlarca kişinin porno izlediği dünyada reklamsız ve güvenilir porno sitesi bulmak zorlaştığından dolayı sizlere daha güzel hizmet verebilmek için sitemize reklam almıyoruz.Sizlerde rahatlıkla porno izlemek isterseniz adresimiz olan www.konuluporno.net adresine siz değerli ziyaretçilerimizi bekliyoruz.
0676631d2670e4273d68660bdc735749661b3e03
LOCINFO
0
1826
3757
3756
2012-11-24T22:33:08Z
AlexMax
9
/* Definitions */
wikitext
text/x-wiki
LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It follows similar syntactic conventions to MAPINFO.
== Definitions ==
All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location.
'''/* <comment> */'''<br>
'''// <comment>'''
Not strictly a definition, but both C and C++ style comments are allowed in this lump.
'''map <maplump>'''
This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to.
'''point <location> <x> <y> <z>'''
This designates an x, y and z location on the map as a specific location.
'''rect <location> <x1> <y1> <x2> <y2>'''
This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2.
'''circle <location> <x> <y> <radius>'''
This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one.
'''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...]
''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.''
An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''.
== Determining location ==
For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned.
d3891387bf689ce721883f125c4822d6fa3ea2f8
3756
3755
2012-11-24T22:28:03Z
AlexMax
9
/* Definitions */
wikitext
text/x-wiki
LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It follows similar syntactic conventions to MAPINFO.
== Definitions ==
All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location.
'''/* <comment> */'''<br>
'''// <comment>'''
Both C and C++ style comments are allowed in this lump.
'''map <maplump>'''
This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to.
'''point <location> <x> <y> <z>'''
This designates an x, y and z location on the map as a specific location.
'''rect <location> <x1> <y1> <x2> <y2>'''
This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2.
'''circle <location> <x> <y> <radius>'''
This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one.
'''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...]
''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.''
An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''.
== Determining location ==
For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned.
21b3768512378ba1b099ea1346fa0c2b3167fbea
3755
3754
2012-11-24T22:27:41Z
AlexMax
9
wikitext
text/x-wiki
LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It follows similar syntactic conventions to MAPINFO.
== Definitions ==
All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location.
'''/* <comment> */'''
'''// <comment>'''
Both C and C++ style comments are allowed in this lump.
'''map <maplump>'''
This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to.
'''point <location> <x> <y> <z>'''
This designates an x, y and z location on the map as a specific location.
'''rect <location> <x1> <y1> <x2> <y2>'''
This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2.
'''circle <location> <x> <y> <radius>'''
This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one.
'''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...]
''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.''
An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''.
== Determining location ==
For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned.
afb2747ccd954639e6bf8cdb12b9b9d0420849ae
3754
3753
2012-11-24T22:24:10Z
AlexMax
9
wikitext
text/x-wiki
LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It is designed to be parsed with Hexen 2's script parser and thus follows similar syntactic conventions to MAPINFO.
== Definitions ==
All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location.
'''map <maplump>'''
This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to.
'''point <location> <x> <y> <z>'''
This designates an x, y and z location on the map as a specific location.
'''rect <location> <x1> <y1> <x2> <y2>'''
This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2.
'''circle <location> <x> <y> <radius>'''
This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one.
'''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...]
''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.''
An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''.
== Determining location ==
For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned.
3106db0c11809f013617e1a407eeb223997fa097
3753
2012-11-23T02:50:38Z
AlexMax
9
Created page with "LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It is designed to be parsed with Hex..."
wikitext
text/x-wiki
LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It is designed to be parsed with Hexen 2's script parser and thus follows similar syntactic conventions to MAPINFO.
'''map <maplump>'''
This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to.
'''point <x> <y> <z> <location>'''
This designates an x, y and z location on the map as a specific location.
'''rect <x1> <y1> <x2> <y2> <location>'''
This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2.
'''circle <x> <y> <radius> <location>'''
This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a circular radius, not a square one.
== Determining location ==
For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned.
0f05747101e0b26cf7d5257b1319c35f06ab7d40
Latched
0
1353
1904
1659
2006-04-07T20:39:35Z
Manc
1
wikitext
text/x-wiki
{{LatchedTable}}
Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, changing [[infiniteheight]] from 0 to 1 while one player is on top of another might cause both to get stuck.
Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change.
7b8b5aff8941b30d5382fc5a01596a2085381fe4
1659
1655
2006-03-31T06:06:43Z
Voxel
2
wikitext
text/x-wiki
{{LatchedTable}}
Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, chaging [[infiniteheight]] from 0 to 1 while one player is atop another might cause both to get stuck.
Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change.
2881fd93931060271fff7d4dd4541da6a904169e
1655
1652
2006-03-31T06:02:27Z
Voxel
2
wikitext
text/x-wiki
{{Latched}}
Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, chaging [[infiniteheight]] from 0 to 1 while one player is atop another might cause both to get stuck.
Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change.
161dfdf728015e3328cc90ca137c3fc13a3b87a1
1652
2006-03-31T05:57:21Z
Voxel
2
wikitext
text/x-wiki
{{Latched}}
Latched variables only take effect after a map change. They are indicated with 'L' in the {{cvarlist}} command.
7c0e2be84e87af81cac9e83fef05e5862f020c12
Launcher
0
1323
3951
3950
2020-08-15T20:26:04Z
Hekksy
139
/* Error Messages */
wikitext
text/x-wiki
The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect
It is also an aid for helping server admins with configuring their servers as described below
== First Time Setup ==
When you first start odalaunch, a configuration file will be generated to save the settings you set up. The first thing to do is to set up file paths to tell Odalaunch where Odamex is installed and where your iwads and pwads are. To do this, go to File > Settings. From there, go to "File Locations"
Odamex Path is where you put the path to directory/folder where the odamex binary (odamex.exe on windows) is located. On Linux this is typically /usr/share/odamex but it could be wherever the user installed it.
WAD directories is where you tell the launcher the location of your wads. The first directory listed is where wads will be downloaded to. You can have multiple directories.
== Error Messages ==
Error 2 means that Odalaunch failed to launch Odamex. This usually means that the paths to the Odamex binary or the paths to iwads (doom2.wad) are not configured properly. Try looking at your configuration settings carefully.
== Debugging server output ==
The launcher can output valuable information about servers when started with the following command in a terminal or windows command line:
<code>
odalaunch 2> out.txt
</code>
This will provide you with packet sizes, servers using old versions, servers returning malformed data etc.
== Images ==
:{|
|[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]]
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
==See also==
[[Launcher Protocol]]
{{Modules}}
fe503e7931c85c026d4e55e022ec45f963ddf7f6
3950
3804
2020-08-15T20:25:36Z
Hekksy
139
Mostly to include error 2
wikitext
text/x-wiki
The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect
It is also an aid for helping server admins with configuring their servers as described below
== First Time Setup ==
When you first start odalaunch, a configuration file will be generated to save the settings you set up. The first thing to do is to set up file paths to tell Odalaunch where Odamex is installed and where your iwads and pwads are. To do this, go to File > Settings. From there, go to "File Locations"
Odamex Path is where you put the path to directory/folder where the odamex binary (odamex.exe on windows) is located. On Linux this is typically /usr/share/odamex but it could be wherever the user installed it.
WAD directories is where you tell the launcher the location of your wads. The first directory listed is where wads will be downloaded to. You can have multiple directories.
== Error Messages ==
Error 2 means that Odalaunch failed to launch Odamex. This usually means that the paths to the Odamex binary or the paths to iwads (doom2.wad) is not configured properly. Try looking at your configuration settings carefully.
== Debugging server output ==
The launcher can output valuable information about servers when started with the following command in a terminal or windows command line:
<code>
odalaunch 2> out.txt
</code>
This will provide you with packet sizes, servers using old versions, servers returning malformed data etc.
== Images ==
:{|
|[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]]
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
==See also==
[[Launcher Protocol]]
{{Modules}}
ee0ada57ddc2bce1d9c8ca98264c57a845795d24
3804
3019
2014-09-05T22:42:06Z
Russell
4
wikitext
text/x-wiki
The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect
It is also an aid for helping server admins with configuring their servers as described below
== Debugging server output ==
The launcher can output valuable information about servers when started with the following command in a terminal or windows command line:
<code>
odalaunch 2> out.txt
</code>
This will provide you with packet sizes, servers using old versions, servers returning malformed data etc.
== Images ==
:{|
|[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]]
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
==See also==
[[Launcher Protocol]]
{{Modules}}
c4fde15b3d7c5bb32e49f8679570d2bb3fb3ab69
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2008-04-17T02:47:05Z
Russell
4
wikitext
text/x-wiki
{{stub}}
{{Modules}}
==Overview==
:{|
|[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]]
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==To-do==
The following is a to-do list for the Odamex Launcher.
* High Priority
Multi-threaded server queries.
* Medium Priority
Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch.
==Other==
==See also==
[[Launcher Protocol]]
f7ef61fc3e7c43d3c5615def3160fd8d3a60c2bb
2843
2785
2007-02-01T21:55:17Z
Russell
4
wikitext
text/x-wiki
{{stub}}
{{Modules}}
==Overview==
:{|
|[[image:Odamex-r86-fbsd62.png|right|thumb|100px|Odamex (including the launcher) under FreeBSD]]
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==To-do==
The following is a to-do list for the Odamex Launcher.
* High Priority
Multi-threaded server queries.
* Medium Priority
Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch.
==Other==
==See also==
[[Launcher Protocol]]
403e7d74f6b3305834ddbfc49a96bd48445b8494
2785
2691
2007-01-24T01:00:15Z
Manc
1
/* Overview */ Add FreeBSD
wikitext
text/x-wiki
{{stub}}
{{Modules}}
==Overview==
:{|
|[[image:Odamex-r86-fbsd62.png|right|thumb|100px|Odamex (including the launcher) under FreeBSD]]
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==To-do==
The following is a to-do list for the Odamex Launcher.
* High Priority
Multi-threaded server queries.
* Medium Priority
Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch.
* Low Priority
Multi-language support.
==Other==
==See also==
[[Launcher Protocol]]
27c2b8622a201ddb9a0fa248e11fc44f8867e403
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2007-01-16T05:17:39Z
Killingblair
27
wikitext
text/x-wiki
{{stub}}
{{Modules}}
==Overview==
:{|
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==To-do==
The following is a to-do list for the Odamex Launcher.
* High Priority
Multi-threaded server queries.
* Medium Priority
Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch.
* Low Priority
Multi-language support.
==Other==
==See also==
[[Launcher Protocol]]
ac3357987f8023cd85f84b7662514fc36e6f50ef
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2643
2007-01-09T20:53:55Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
{{Modules}}
==Overview==
:{|
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
1ee62bfeb9cc247569251c8ead0712a133195a09
2643
2642
2007-01-08T19:45:06Z
Manc
1
Formatting improvement
wikitext
text/x-wiki
{{Modules}}
==Overview==
:{|
|[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
|[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
|[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
|-
|}
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
6b2670c211bb58b2185835f742dda14d4da3dbbc
2642
2641
2007-01-08T19:38:35Z
Manc
1
Reverted edit of Manc, changed back to last version by Russell
wikitext
text/x-wiki
{{Modules}}
==Overview==
[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
[[image:Odalaunch-macosx.png|left|thumb|100px|Odamex Launcher under MacOSX]]
[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
f186c4f94f3fd05a0a012155ef9d257181fb9fdb
2641
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2007-01-08T19:38:06Z
Manc
1
wikitext
text/x-wiki
{{Modules}}
==Overview==
[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
527ecc520ec593bce4428b8419ae3f2febf4ac94
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Russell
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wikitext
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{{Modules}}
==Overview==
[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
[[image:Odalaunch-macosx.png|left|thumb|100px|Odamex Launcher under MacOSX]]
[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]]
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
f186c4f94f3fd05a0a012155ef9d257181fb9fdb
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2006-12-29T03:52:37Z
Russell
4
wikitext
text/x-wiki
{{Modules}}
==Overview==
[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
05fc398836a0670ee3a7e4d1cc5ca5423b0a12ff
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2006-12-29T03:51:38Z
Russell
4
wikitext
text/x-wiki
{{Modules}}
==Overview==
[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]]
[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]]
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
8304c37343a31ca015278b031c50cd5158a8cacb
2324
1966
2006-09-25T06:49:55Z
Russell
4
wikitext
text/x-wiki
{{Modules}}
==Overview==
The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server.
==Features==
* Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games.
==Other==
==See also==
[[Launcher Protocol]]
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Nautilus
10
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{{Modules}}
The launcher is the application used to query the master server in order to list the current running Odamex servers and to allow for client connections to these servers.
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2006-04-11T19:32:03Z
Nautilus
10
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{{Modules}}
The launcher is the application used to query the master server in order to list the current running Odamex servers and to allow for connections to these servers.
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2006-03-30T21:01:05Z
Voxel
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{{Modules}}
4ca4c62cb200ec6240ce98cd2cd66e811854a180
Launcher Protocol
0
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Russell
4
Replaced content with "Please check the svn repository for a more up-to-date launcher protocol document
It is available in [http://en.wikipedia.org/wiki/OpenDocument OpenDocument Text] format [..."
wikitext
text/x-wiki
Please check the svn repository for a more up-to-date launcher protocol document
It is available in [http://en.wikipedia.org/wiki/OpenDocument OpenDocument Text] format [http://odamex.net/svn/root/trunk/documentation/tech/query_protocol.odt here]
==See also==
* [[Launcher]]
* [[Master]]
cfccf2d527ef286114cf338a60fb3acae1a98062
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Russell
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wikitext
text/x-wiki
=OUTDATED=
Please check the svn repository for a more up-to-date launcher protocol document
It is available [http://odamex.net/svn/root/trunk/documentation/tech/query_protocol.odt here]
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum clients
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|-
| long
| 0x01020305
| Extra information field
|-
| bool
| X
| Passworded
|-
| int
| X
| Game version
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
* The Game version field can be deciphered using the following calculations
** Major - (gameversion / 256)
** Minor - ((gameversion % 256) / 10)
** Release - ((gameversion % 256) % 10)
== Possible Future Protocol Improvements ==
=== Data structuring ===
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
=== Protocol additions ===
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Operating system information the server is running on.
==See also==
* [[Launcher]]
* [[Master]]
e88c82c7e91a548e04706581cf983e7c61849814
3265
3264
2008-08-05T01:05:06Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum clients
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|-
| long
| 0x01020305
| Extra information field
|-
| bool
| X
| Passworded
|-
| int
| X
| Game version
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
* The Game version field can be deciphered using the following calculations
** Major - (gameversion / 256)
** Minor - ((gameversion % 256) / 10)
** Release - ((gameversion % 256) % 10)
== Possible Future Protocol Improvements ==
=== Data structuring ===
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
=== Protocol additions ===
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Operating system information the server is running on.
==See also==
* [[Launcher]]
* [[Master]]
470805c762702f50282a09d336506f37360fb3bc
3264
3233
2008-08-04T23:25:54Z
Russell
4
Add undocumented field
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum clients
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|-
| long
| 0x01020305
| Extra information field
|-
| bool
| X
| Passworded
|-
| int
| X
| Game version
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
=== Data structuring ===
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
=== Protocol additions ===
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Operating system information the server is running on.
==See also==
* [[Launcher]]
* [[Master]]
57d53dd5881e0354973517fb0f68750040070ccc
3233
3232
2008-06-19T01:57:14Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum clients
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|-
| long
| 0x01020305
| Extra information field
|-
| bool
| X
| Passworded
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
=== Data structuring ===
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
=== Protocol additions ===
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Operating system information the server is running on.
==See also==
* [[Launcher]]
* [[Master]]
4ac9d50dabcc121d7f2951073dd05379d71b8b52
3232
3120
2008-06-19T01:54:38Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum clients
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|-
| long
| 0x01020305
| Extra information field
|-
| bool
| X
| Passworded
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==See also==
* [[Launcher]]
* [[Master]]
9456e73099e0bf26a5ae8262297fcdb9d87a6484
3120
3070
2008-05-11T05:57:04Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|-
| long
| 0x01020305
| Extra information field
|-
| bool
| X
| Passworded
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==See also==
* [[Launcher]]
* [[Master]]
4b1310ac6bf12465cbf3b71e06b4986b33dbe5f7
3070
3021
2008-05-05T14:46:39Z
Voxel
2
/* External Links */
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==See also==
* [[Launcher]]
* [[Master]]
80464f3b49f83823ba8ef6daedc362315727f161
3021
3020
2008-04-22T08:14:41Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| bool
| X
| +Spectator (numplayers)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==External Links==
* None at the moment.
8f96395c160670d6bb0ae072e6836913b179e360
3020
3016
2008-04-22T08:08:41Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| 0 or 1
| byte
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| long
| 0x01020304
| Spectator information field
|-
| short
| X
| Number of players who can play (the rest are spectators)
|-
| byte
| X
| +Spectator (numplayers)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==External Links==
* None at the moment.
a8a0ccf48876bbed8ccdebc75fd834f315606d59
3016
3015
2008-04-14T08:18:24Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| WAD count
|-
| string
| X
| +PWAD name (WAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay
|-
| bool
| X
| CTF mode
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (WAD count)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| short
| X
| +Spectator (numplayers)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==External Links==
* None at the moment.
b0dc238dd966655c8d2130c42f938a5eee95a6e1
3015
2991
2008-04-14T02:08:55Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| byte (boolean)
| X
| Teamplay?
|-
| byte (boolean)
| X
| CTF mode?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| byte (boolean)
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| byte (boolean)
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| byte (boolean)
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|-
| string
| X
| Server admin email address
|-
| short
| X
| Time limit
|-
| short
| X
| Time left
|-
| short
| X
| Frag limit
|-
| bool
| X
| Item respawn
|-
| bool
| X
| Weapon stay
|-
| bool
| X
| Friendly fire
|-
| bool
| X
| Allow exit
|-
| bool
| X
| Infinite ammo
|-
| bool
| X
| No monsters
|-
| bool
| X
| Monsters respawn
|-
| bool
| X
| Fast monsters
|-
| bool
| X
| Allow jumping
|-
| bool
| X
| Allow freelook
|-
| bool
| X
| Wad download
|-
| bool
| X
| Empty reset
|-
| bool
| X
| Frag exit switch
|-
| short
| X
| +Kill count (numplayers)
|-
| short
| X
| +Death count
|-
| short
| X
| +Time in game
|-
| short
| X
| +Spectator (numplayers)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==External Links==
* None at the moment.
55f7f9c5867f5bc7adb00c11c13546000dd5eccd
2991
2990
2008-02-27T01:44:19Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| byte (boolean)
| X
| Teamplay?
|-
| byte (boolean)
| X
| CTF mode?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| byte (boolean)
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| byte (boolean)
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| byte (boolean)
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==External Links==
* None at the moment.
a46a28255749d9877da4450786a1758550dac472
2990
2772
2008-02-27T01:43:57Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| byte (boolean)
| X
| Teamplay?
|-
| byte (boolean)
| X
| CTF mode?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| byte (boolean)
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| byte (boolean)
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| byte (boolean)
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
== Possible Future Protocol Improvements ==
=== All ===
* Dedicated Odamex Query/Response values (rather than old csdoom ones)
* Proper versioning, with possible subversion number.
* Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one.
* Packets will have a size, to indicate their boundary, including a null termination
* Strings will have a size value, including the null termination.
* Strings will be UTF-8 encoded. (Unicode)
==External Links==
* None at the moment.
d17a6a3c198ba2cbb5dd2292a9725af82447153c
2772
2420
2007-01-23T17:04:27Z
Voxel
2
/* Specifications */
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| byte (boolean)
| X
| Teamplay?
|-
| byte (boolean)
| X
| CTF mode?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| byte (boolean)
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| byte (boolean)
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| byte (boolean)
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|-
| short
| X
| Protocol version (e.g. 63)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
0bf8745b9fe7b06a4f0358f8d0d5e25aa02ff648
2420
2377
2006-10-25T10:22:45Z
60.234.130.11
0
protocol update
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| bool
| X
| CTF mode?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
6020e135a07b81ed8f8cc0fb5b39b749cac99d79
2377
2347
2006-10-02T07:22:37Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* First PWAD is always the IWAD
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
07fd879baccc23aed522b93e431ad08dd65b06fd
2347
2346
2006-09-25T10:56:27Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP (User Datagram Protocol) as its transport medium.
* All packets are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
4f6831fe601cf4326a88a4f9e4372f07b3d2e4d2
2346
2345
2006-09-25T10:55:27Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Transport notes==
* This protocol uses UDP as its transport medium.
* Packets sent are uncompressed.
* All data is little endian.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
1026caf2a96ef6d9ed8a56d7cf403cedef2f10c8
2345
2341
2006-09-25T10:53:43Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets and the packets sent are uncompressed.
==Types used==
These are the types used in this specification, all types are little endian
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
a37af024e96c5da40513a5bf41a4827cff01a4f5
2341
2340
2006-09-25T08:24:18Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets and the packets sent are uncompressed.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Token
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Notes==
* Token is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
6b772b5dc755d51838c60627db51384881a48327
2340
2339
2006-09-25T08:13:07Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets and the packets sent are uncompressed.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Information==
* Verification data is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
* Teamplay/CTF scorelimit and team scores only appear if Teamplay/CTF is enabled.
==External Links==
* None at the moment.
4f39e51d28a97a2fb185a3a142506395fdcdace5
2339
2338
2006-09-25T08:10:53Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets and the packets sent are uncompressed.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| +PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| +Player name (numplayers)
|-
| short
| X
| +Player frags
|-
| int
| X
| +Player ping
|-
| byte
| X
| +Player team
|-
| string
| X
| +PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit (if teamplay AND/OR CTF enabled)
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Information==
* Verification data is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
==External Links==
* None at the moment.
9669eef3bfd63476ddbb127037b0a846ab214fb8
2338
2337
2006-09-25T07:57:39Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets and the packets sent are uncompressed.
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| *PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| *Player name (numplayers)
|-
| short
| X
| *Player frags
|-
| int
| X
| *Player ping
|-
| byte
| X
| *Player team
|-
| string
| X
| *PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit (if teamplay AND/OR CTF enabled)
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Information==
* Verification data is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
==External Links==
* None at the moment.
b42c7865f93f9b35e0ebd8388f9cdeb66c972c46
2337
2336
2006-09-25T07:57:03Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| *PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| *Player name (numplayers)
|-
| short
| X
| *Player frags
|-
| int
| X
| *Player ping
|-
| byte
| X
| *Player team
|-
| string
| X
| *PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit (if teamplay AND/OR CTF enabled)
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Information==
* Verification data is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms).
* If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?).
* If Teamplay is enabled, then deathmatch (2.0?) will be too.
==External Links==
* None at the moment.
bd9433f6eac6b94eabfd0d0d217207fd125a2331
2336
2335
2006-09-25T07:54:50Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| *PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| *Player name (numplayers)
|-
| short
| X
| *Player frags
|-
| int
| X
| *Player ping
|-
| byte
| X
| *Player team
|-
| string
| X
| *PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit (if teamplay AND/OR CTF enabled)
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Information==
* Verification data is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms)
==External Links==
* None at the moment.
1bc3f9b98e624f10313769166304413a5fa26492
2335
2334
2006-09-25T07:54:20Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| *PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| *Player name (numplayers)
|-
| short
| X
| *Player frags
|-
| int
| X
| *Player ping
|-
| byte
| X
| *Player team
|-
| string
| X
| *PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit (if teamplay AND/OR CTF enabled)
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
==Additional Information==
* Verification data is unnecessary for a launcher I think.
* Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0
* Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms)
==External Links==
[[Wikipedia:UDP]]
b0ee4431c103f76aa8c61b725a561448d3f19ce1
2334
2333
2006-09-25T07:48:45Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information (amount here)
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1 (Server count)
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| *PWAD name (PWAD count)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| *Player name (numplayers)
|-
| short
| X
| *Player frags
|-
| int
| X
| *Player ping
|-
| byte
| X
| *Player team
|-
| string
| X
| *PWAD MD5 hashes (numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit (if teamplay AND/OR CTF enabled)
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
|}
73b6872d4fd8dc7dafd9bb440613b7ed09312a37
2333
2332
2006-09-25T07:47:04Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| string
| ASCIIZ
| null terminated
|-
| '''Other'''
|-
| bool
| byte (1 or 0)
| boolean
|}
Keywords:
> = Sent to
+ = Array of information
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Server
|-
| int
| 777123
| Request
|-
| Server > Launcher
|-
| int
| 5560020
| Response
|-
| int
| X
| Verification data
|-
| string
| X
| Server Name
|-
| byte
| X
| Players in server
|-
| byte
| X
| Maximum players
|-
| string
| X
| Current map
|-
| byte
| X
| PWAD count
|-
| string
| X
| *PWAD name(s)
|-
| byte
| X
| Game type
|-
| byte
| X
| Skill level
|-
| bool
| X
| Teamplay?
|-
| string
| X
| *Player name (amt = numplayers)
|-
| short
| X
| *Player frags
|-
| int
| X
| *Player ping
|-
| byte
| X
| *Player team
|-
| string
| X
| *PWAD MD5 hashes (amt = numpwads)
|-
| bool
| X
| CTF mode?
|-
| string
| X
| Server Website address
|-
| int
| X
| Teamplay/CTF score limit (if teamplay AND/OR CTF enabled)
|-
| bool
| X
| Blue team?
|-
| int
| X
| Blue score (if team enabled)
|-
| bool
| X
| Red team?
|-
| int
| X
| Red score (if team enabled)
|-
| bool
| X
| Gold team?
|-
| int
| X
| Gold score (if team enabled)
1e0db745b0ae48184db8266eaf7fa67a74cc7021
2332
2331
2006-09-25T07:24:57Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
Keywords:
> = Sent to
+ = Array of information
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
'''Server Information Request'''
b545815cc1d88663eac0021a1ac82ae8381e575f
2331
2330
2006-09-25T07:24:00Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
Keywords:
> = Sent to
+ = Array of information
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request packet
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| +Server IP 1
|-
| byte
| X
| +Server IP 2
|-
| byte
| X
| +Server IP 3
|-
| byte
| X
| +Server IP 4
|-
| short
| X
| +Server Port
|}
077cd7c193e9517ca05f1d075cf4b944fab28e9a
2330
2329
2006-09-25T07:23:12Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
Keywords:
> = Sent to
+ = Array of information
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request packet
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| *IP Address 1
|-
| byte
| X
| *IP Address 2
|-
| byte
| X
| *IP Address 3
|-
| byte
| X
| *IP Address 4
|-
| short
| X
| *Server Port
|}
e7387174473353cb5ca274caa89b0d6cfe84f709
2329
2328
2006-09-25T07:22:48Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
Keywords:
> = Sent to
* = Array of information
X = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher > Master
|-
| int
| 777123
| Request packet
|-
| Master > Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| *IP Address 1
|-
| byte
| X
| *IP Address 2
|-
| byte
| X
| *IP Address 3
|-
| byte
| X
| *IP Address 4
|-
| short
| X
| *Server Port
|}
43e4a6e7441474c0cc802ede293e50968224d191
2328
2327
2006-09-25T07:22:16Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
Keywords:
'''->''' = Sent to
'''*''' = Array of information
'''X''' = Any value
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher -> Master
|-
| int
| 777123
| Request packet
|-
| Master -> Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| *IP Address 1
|-
| byte
| X
| *IP Address 2
|-
| byte
| X
| *IP Address 3
|-
| byte
| X
| *IP Address 4
|-
| short
| X
| *Server Port
|}
0e9a0d088f5714cdbd0b54c6302fa3fc63da5ad3
2327
2326
2006-09-25T07:21:40Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
Keywords:
'''->''' = Sent to
'''*'''' = Array of information
==Specifications==
'''Master server list request'''
{|border=1
!Type !!Data !!Description
|-
| Launcher -> Master
|-
| int
| 777123
| Request packet
|-
| Master -> Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| *IP Address 1
|-
| byte
| X
| *IP Address 2
|-
| byte
| X
| *IP Address 3
|-
| byte
| X
| *IP Address 4
|-
| short
| X
| *Server Port
|}
5ed014f2ed38e989ce4d0cfcc3205ed1d867a69f
2326
2325
2006-09-25T07:20:46Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
This protocol uses UDP Datagram sockets
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
Keywords:
'''->''' = Sent to
'''*'''' = Array of information
==Specifications==
'''Master'''
{|border=1
!Type !!Data !!Description
|-
| Launcher -> Master
|-
| int
| 777123
|(Request packet)
|-
| Master -> Launcher
|-
| int
| 777123
| Response
|-
| short
| X
| Server count
|-
| byte
| X
| *IP Address 1
|-
| byte
| X
| *IP Address 2
|-
| byte
| X
| *IP Address 3
|-
| byte
| X
| *IP Address 4
|-
| short
| X
| *Server Port
|}
48a7219568ca47b3e27726160462aa307341ca3c
2325
2006-09-25T07:09:17Z
Russell
4
wikitext
text/x-wiki
==Overview==
This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages
==Types used==
These are the types used in this specification
{|border=1
|-
! Type name !!Range !!Size
|-
| '''Signed Integers'''
|-
| char
| -128 to 127
| 8-bit
|-
| short
| -32768 to 32767
| 16-bit
|-
| int
| -2147483648 to 2147483647
| 32-bit
|-
| '''Unsigned integers'''
|-
| byte
| 0 to 255
| 8-bit
|-
| word
| 0 to 65535
| 16-bit
|-
| long
| 0 to 4294967295
| 32-bit
|-
| '''Strings'''
|-
| String
| ASCIIZ
| null terminated
|}
==Specifications==
'''Master'''
f94a474a0f0252635b863544aaa33234d737bcbf
License
0
1320
3844
3787
2017-03-01T06:32:28Z
Ralphis
3
Minor cleanup
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22. Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
*The Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU General Public License.
*Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*The Heretic and Hexen source codes have since been rereleased under the GPL, so all Raven code is now usable in Odamex.
*Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL.
*The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option).
*Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL.
==External Links==
*[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia entry on the GNU GPL]
*[http://www.gnu.org/licenses/gpl.html GPL License v2]
*[http://odamex.net/doc/doomlic.txt Doom Educational License]
0f30b9769a117900e04f964bf503e0ba1cf842d2
3787
2401
2013-12-13T05:07:15Z
HeX9109
64
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* The Heretic and Hexen source codes have since been rereleased under the GPL, so all Raven code is now usable in Odamex.
* Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL.
* The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option).
* Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL.
==External Links==
*[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia entry on the GNU GPL]
*[http://www.gnu.org/licenses/gpl.html GPL License v2]
*[http://odamex.net/doc/doomlic.txt Doom Educational License]
0e45fde6a098899bdf66bc8a6a1660a5debdb428
2401
2400
2006-10-14T00:00:35Z
24.12.10.135
0
/* External Links */
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch.
* Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met.
* The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option).
* Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL.
==External Links==
*[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia entry on the GNU GPL]
*[http://www.gnu.org/licenses/gpl.html GPL License v2]
*[http://odamex.net/doc/doomlic.txt Doom Educational License]
fa46cce3117a0d3d82fdecb514593f03b78a1819
2400
2399
2006-10-13T23:59:57Z
24.12.10.135
0
/* Origins */ Add external link for zdoom
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch.
* Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met.
* The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option).
* Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL.
==External Links==
*[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
*[http://www.gnu.org/licenses/gpl.html GPL License v2]
*[http://odamex.net/doc/doomlic.txt Doom Educational License]
ff4ae28efeb6334fe9708bea0932a5ad2a002a2f
2399
2398
2006-10-13T23:58:36Z
24.12.10.135
0
/* External Links */
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch.
* Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met.
* The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option).
* Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL.
==External Links==
*[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
*[http://www.gnu.org/licenses/gpl.html GPL License v2]
*[http://odamex.net/doc/doomlic.txt Doom Educational License]
a4d63067d1908d1136460e16745db6eab8095050
2398
2397
2006-10-13T23:58:02Z
24.12.10.135
0
/* External Links */
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch.
* Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met.
* The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option).
* Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
f5b6db2b91defc7fe1f873afe830e056b2f4aa6b
2397
2396
2006-10-13T23:57:52Z
24.12.10.135
0
/* Solution */ Further clarification
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch.
* Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met.
* The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option).
* Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
d1a2e4a5379abc1171e09a19732d916c56538cee
2396
2389
2006-10-13T23:56:21Z
24.12.10.135
0
/* Solution */ Clarify randy's agreement
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch.
* Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met.
* The fact that ZDoom is now available under both Doom Educational License and the GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
* csDoom was at least at one point released under the GNU GPL. As we do not have any proper contact information for Fly (the author of csDoom), we are taking his work as being compatible with this license.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
effebdccb163bd8506d3f7b062d9a04c88ff7e15
2389
2388
2006-10-09T18:40:09Z
84.92.173.189
0
/* Solution */ clean up wording
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
* All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch.
* Randy Heit has agreed to relicense ZDoom under the GNU GPL, provided that the above condition is met.
* The fact that ZDoom is now available under both Doom Educational License and the GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
* csDoom was at least at one point released under the GNU GPL. As we do not have any proper contact information for Fly (the author of csDoom), we are taking his work as being compatible with this license.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
54e63177505e119ff28b4ca20c8d72b11f8de036
2388
2140
2006-10-09T18:36:17Z
84.92.173.189
0
/* Origins */ clean up the wording
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses:
* The Doom source under the Doom Educational License.
* QuakeWorld, which was released under the GNU General Public License.
* Heretic and Hexen code, which was released under a separate, GPL-incompatible license.
Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
*Because csdoom was accompanied by a gpl license at some point and due to no other mention of anything anywhere pertaining to Fly's own changes compounded by the lack of proper contact information for him, we are taking his work as being compatible with this license.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
b41cf75dd81409a92136f42a0fe7b46f56b7a71f
2140
2139
2006-04-15T17:11:35Z
Manc
1
wikitext
text/x-wiki
__NOTOC__
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
*Because csdoom was accompanied by a gpl license at some point and due to no other mention of anything anywhere pertaining to Fly's own changes compounded by the lack of proper contact information for him, we are taking his work as being compatible with this license.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
8ce6950fa5b9aff97de520b203c5db52d757f5f2
2139
2093
2006-04-15T17:09:59Z
Manc
1
/* Solution */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
*Because csdoom was accompanied by a gpl license at some point and due to no other mention of anything anywhere pertaining to Fly's own changes compounded by the lack of proper contact information for him, we are taking his work as being compatible with this license.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
00c936973ee927751e4a2f5a0ca0742407bee5e2
2093
2091
2006-04-14T02:00:15Z
Voxel
2
/* GPL Compatability */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
== GPL Compatibility ==
=== Origins ===
The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
=== Solution ===
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
795fe4363a2e45c4dad0eb238bb57a97c51e6939
2091
1942
2006-04-14T01:56:53Z
Voxel
2
/* GPL Compatability */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
3b39cd0d286a12bff328b39dc981583bee941178
1942
1940
2006-04-08T00:23:54Z
Manc
1
/* GPL Compatability */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
5a84c43b8b4ad14c7eb706f5e5744c4e86e58a4a
1940
1939
2006-04-08T00:21:03Z
Nautilus
10
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
4c3de4f93f57b33cc1711d408fec5f5034cb190e
1939
1938
2006-04-08T00:20:57Z
Manc
1
/* External Links */ Add a DEL link
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
[http://odamex.net/doc/doomlic.txt Doom Educational License]
3876168a8b4c480aa8983892cb7a41f93dffcf67
1938
1935
2006-04-08T00:20:55Z
Nautilus
10
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license.
Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
ac8c783b89c11ae36a69566f8b766749eb84e247
1935
1934
2006-04-08T00:17:36Z
Manc
1
/* GPL Compatability */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase from which Odamex originally comes from), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License.
*QuakeWorld, which was released under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license.
Unfortunately, in this day and age having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
471b9241eb45de4ec86e0eca341fb3e0e410b3ca
1934
1933
2006-04-08T00:14:29Z
Manc
1
/* GPL Compatability */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase from which Odamex originally comes from), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License.
*QuakeWorld, which was relased under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license.
Unfortunately in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
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1933
1931
2006-04-08T00:14:02Z
Manc
1
/* GPL Compatability */ Grammar and spelling
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase from which Odamex originally comes from), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with:
*ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License.
*QuakeWorld, which was relased under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license.
Unfortunately in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified.
Odamex has taken the following steps to ensure that it is compliant with the GPL:
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch.
*Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL.
*Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
818d6ddc0ae9c99fdc33be982d7f18e1d5608e4d
1931
1929
2006-04-08T00:09:34Z
Manc
1
/* GPL Compatability */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62 (the codebase from which Odamex origionally comes from), while GPL, was not GPL compatable since it had several parts to the code with several licesnses to contend with:
*ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License.
*QuakeWorld, which was relased under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license.
Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL.
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch.
*Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL.
*Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
b8da739eef3f82b9fd8772d10a3cd5e2dfca8f94
1929
1928
2006-04-08T00:06:48Z
AlexMax
9
/* GPL Compatability */
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
The codebase for csDoom .62, the codebase from which Odamex origionally comes from, while GPL, was not GPL compatable, since it had several parts to the code, with several licesnses to contend with:
*ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License.
*QuakeWorld, which was relased under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license.
Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL.
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch.
*Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL.
*Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
0ecc6b700783362288a68169e023257b1bf4a400
1928
1927
2006-04-08T00:06:04Z
AlexMax
9
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
However, the codebase for csDoom .62, the codebase from which Odamex origionally comes from, while GPL, was not, in actuality, GPL, since it had several parts to the code, with several licesnses to contend with:
*ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License.
*QuakeWorld, which was relased under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license.
Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL.
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch.
*Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL.
*Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
For more information, please consult the external links below:
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
44d6f078f340281c4e5af9e354434ebdc0efdc15
1927
1926
2006-04-08T00:05:50Z
AlexMax
9
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the [[GNU General Public License]] (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify.
===GPL Compatability===
However, the codebase for csDoom .62, the codebase from which Odamex origionally comes from, while GPL, was not, in actuality, GPL, since it had several parts to the code, with several licesnses to contend with:
*ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License.
*QuakeWorld, which was relased under the GNU Public License.
*Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license.
Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL.
*All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch.
*Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL.
*Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one.
For more information, please consult the external links below:
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
d5f4e15cc1cdf355063965aa34b2e44e66a6e89b
1926
1742
2006-04-08T00:04:05Z
AlexMax
9
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the [[GNU General Public License]] (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. For more information, please consult the external links below:
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
6c77477b284a28b240447fa38a9eb8c00b841e24
1742
1732
2006-04-01T00:30:00Z
Deathz0r
6
see discussion, plus more info!
wikitext
text/x-wiki
Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. For more information, please consult the external links below:
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
ad1879455464490a368438dbdd0386ce5821224e
1732
1444
2006-04-01T00:19:26Z
Deathz0r
6
wikitext
text/x-wiki
Odamex strictly follows the guidelines of the GNU General Public License (GPL). For more information, please consult the external links below:
==External Links==
[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia]
[http://www.gnu.org/licenses/gpl.html GPL License v2]
f61f9ce6ae14deb7a0eb97a1fb240bf141314716
1444
2006-03-30T19:08:40Z
Voxel
2
wikitext
text/x-wiki
GPL
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ListerGaudreau186
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1766
3665
2012-07-10T04:13:34Z
115.160.177.18
0
Created page with "An amount are the right off the bat that involves the mind if I mention [http://www.oakleysunglassesonlinestore.net/ Cheap Mens Oakley sunglasses]? If sports' your message, th..."
wikitext
text/x-wiki
An amount are the right off the bat that involves the mind if I mention [http://www.oakleysunglassesonlinestore.net/ Cheap Mens Oakley sunglasses]? If sports' your message, then would certainly be mostly correct. Mostly, because as you move the Oakley did start its trade making sunglasses for sports, it's evolved to doing not only that. That is one of the M Frames that offer great protection for the eyes and have a very optic disk. Although originally created for world-class athletes only, now it's easily obtainable in the mass market. If you'd prefer to maintain the trends and wants nothing but the top and also the latest, then you'd surely need to get your bank cards on the Split Thump Sunglasses. Does one trust it ' this pair of [http://www.oakleysunglassesonlinestore.net/ Oakley Sunglasses] features removable earbuds and disguised controls with the Mp3 music player placed on the glasses itself! It's simple to jog along and enjoy the music devoid of the annoyance of wires surrounding you. Although, this could 't be big news, since its predecessor, Oakley Thump sunglasses, have a really feature too. Just one more invention using the athletes planned, this Oakley pair has a hydrophobic lens coating which repels water, dust, and skin oils off of the lenses. Additionally , there are vents beside the glasses for really cooling. The earpiece, like the Oakley X-Squared, is additionally made out of Unobtanium components to boost grip when sweaty or wet. The clarity you obtain from your lenses is excellent and would serve well for cyclists, runners and stuff like that. Well, donrrrt worry about it here. As said before, there is a pair of Oakley's for all. On an affordable yet cool and modish pair for [http://www.oakleysunglassesonlinestore.net/ Cheap Oakley sunglasses], consider Oakley Hijinx Sport Wrap Sunglasses. Don't be misled by its name ' this is really great pair to get used as everyday shades. The Hijinx Sport Wrap fits the eye comfortably and it is Plutonite lenses ensure absolute UV protection for your eyes. It does not take form of sunglasses that appears good on the shelf and makes you even look better after you use them.
6303dc0dc0bae2a63a5942d4c103b1eaccd9f42b
Listsourcefiles
0
1575
3128
3028
2008-05-15T03:49:31Z
Ralphis
3
/* listsourcefiles */
wikitext
text/x-wiki
=== listsourcefiles ===
Lists all the source files compiled into the current Odamex binary you are running, either client or server.
[[Category:Server_commands]]
[[Category:Client_commands]]
4d326f8923184d41c38867d660020e1b6aea3927
3028
2008-04-27T23:09:02Z
Russell
4
wikitext
text/x-wiki
=== listsourcefiles ===
Lists all the source files compiled into the current Odamex binary you are running, either client or server.
b90e8bb3ff4ac7163a12ba3fd645f20a9d1bcbb3
Log fulltimestamps
0
1706
3446
2010-08-06T05:22:48Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[logging]][[Category:Server_variables]]
cd0b1b60c727a6f394561339d24fb1d98d6bcf66
Logfile
0
1599
3379
3378
2010-01-05T03:24:21Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[logging]][[Category:Server_commands]][[Category:Client_commands]][[Category:Server_parameters]][[Category:Client_parameters]]
c272b7bc69ab8b3e6165fd1ff8fd84f34bb95a53
3378
3184
2010-01-05T03:21:00Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[logging]]
f3669c32056f00526b24ba9994c7ea86d66f4899
3184
3183
2008-06-02T18:48:10Z
Voxel
2
wikitext
text/x-wiki
-logfile <filename>
the parameter specifies the filename to which the [[client]] or [[server]] copies its output to
for example:
odamex -logfile odamex.log
[[Category:Client_parameters]]
[[Category:Server_parameters]]
dbe300e5f0f9a226afd0e44e54ef37fed7de33f7
3183
2008-06-02T18:45:52Z
Voxel
2
wikitext
text/x-wiki
-logfile <filename>
the parameter specifies the filename to which the [[client]] or [[server]] copies its output to
for example:
odamex -logfile odamex.log
2b545fdb137286bb70845111e6a0fad5415722db
Logging
0
1657
3445
3377
2010-08-06T05:22:11Z
Ralphis
3
wikitext
text/x-wiki
These commands work on both client and server.
==Console Commands & Variables==
===logfile===
Usage: '''logfile [filename]'''
This command will begin writing a log of all console events to an external file. Odasrv writes to odasrv.log on startup by default.
'''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''.
===stoplog===
Usage: '''stoplog'''
This command will stop logging if there is currently a logfile being written.
===log_fulltimestamps===
Usage: '''log_fulltimestamps (0/1)'''
Outputs logs with extended timestamp info (dd/mm/yyyy hh:mm:ss).
==Command Line Parameter==
===logfile===
Usage: '''+logfile [filename]'''
See console command description above for more information.
b9cb14fcd02972b8bd23baa8fd27eeecdd78b10d
3377
3376
2010-01-05T03:19:30Z
Ralphis
3
wikitext
text/x-wiki
These commands work on both client and server.
==Console Commands==
===logfile===
Usage: '''logfile [filename]'''
This command will begin writing a log of all console events to an external file.
'''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''.
===stoplog===
Usage: '''stoplog'''
This command will stop logging if there is currently a logfile being written.
==Command Line Parameter==
===logfile===
Usage: '''+logfile [filename]'''
See console command description above for more information.
56f8444441d1c7b934d7a19c708e5cc270091817
3376
3374
2010-01-05T03:19:11Z
Ralphis
3
Added command line parameter usage
wikitext
text/x-wiki
These commands work on both client and server.
==Console Commands==
===logfile===
Usage: '''logfile [filename]'''
This command will begin writing a log of all console events to an external file.
'''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''.
===stoplog===
Usage: '''stoplog'''
This command will stop logging if there is currently a logfile being written.
==Command Line Parameter==
==logfile==
Usage: '''+logfile [filename]'''
See console command description above for more information.
fe9d534913f3b499a2924f00a20ea164bfe560a6
3374
2010-01-05T03:08:33Z
Ralphis
3
wikitext
text/x-wiki
These commands work on both client and server.
===logfile===
Usage: '''logfile [filename]'''
This command will begin writing a log of all console events to an external file.
'''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''.
===stoplog===
Usage: '''stoplog'''
This command will stop logging if there is currently a logfile being written.
091e5ad219d3253ba800ea3ca5748759125f37f2
MAINTAINERS
0
1313
3798
3783
2014-03-29T02:10:20Z
Manc
1
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
<pre>
This code is maintained on http://odamex.net/svn/root
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
Hyper_Eye: mwoodj@knology.net (coder)
Manc: mike@odamex.net (services and odamex.net website admin, project manager) <- patches
Ralphis: ralphis@odamex.net (project manager)
Russell: russell@odamex.net (launcher coder, coder) <- patches
Dr. Sean: sean@odamex.net (lead coder) <- patches
</pre>
ba25236941f03c81b2cdda6171dbeb6476373fca
3783
3174
2013-12-13T04:58:45Z
HeX9109
64
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
<pre>
This code is maintained on http://odamex.net/svn/root
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
Hyper_Eye: mwoodj@knology.net (coder)
Manc: mike@odamex.net (services and odamex.net website admin, project manager) <- patches
Ralphis: ralphis@odamex.net (project manager)
Russell: russell@odamex.net (launcher coder, coder) <- patches
Dr. Sean: grandpachuck187@gmail.com (lead coder) <- patches
</pre>
b68d3ef63e34047f1430c65449a561113d7dc6c1
3174
3029
2008-05-31T17:35:14Z
Ralphis
3
in /trunk as of r866
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
<pre>
This code is maintained on http://odamex.net/svn/root
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups)
denis: denis@voxelsoft.com (lead coder)
GhostlyDeath: ghostlydeath@gmail.com (coder)
Hyper_Eye: mwoodj@knology.net (coder)
joe: joejkennedy@gmail.com (coder)
Manc: mike@odamex.net (services and odamex.net website admin, project manager) <- patches
Nes: nestea17k@gmail.com (coder)
Ralphis: ralphis@odamex.net (project manager)
Russell: russell@odamex.net (launcher coder, coder) <- patches
SoM: somtwo@gmail.com (coder)
</pre>
1328fb08ef416b36b0137f88a6f6a86b7a4f4899
3029
2907
2008-04-30T02:16:23Z
Russell
4
Maintainers are current people who work on odamex
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
<pre>
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups)
denis: denis@voxelsoft.com (lead coder) <- patches
joe: joejkennedy@gmail.com (coder)
Manc: mike@odamex.net (services and odamex.net website admin, project manager)
Ralphis: ralphis@odamex.net (project manager)
Russell: russell@odamex.net (launcher coder, coder) <- patches
</pre>
8493fa7f5a0217cd367deff3d75e7121e473594a
2907
2694
2007-04-14T17:33:34Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of GPL revision 11'':
<pre>
This code is maintained on http://odamex.net/svn/co
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (coder)
deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups)
denis: denis@voxelsoft.com (lead coder) <- patches
joe: joejkennedy@gmail.com (coder)
Manc: mike@odamex.net (services and odamex.net website admin, project manager)
Ralphis: ralphis@odamex.net (project manager)
Russell: russell@odamex.net (launcher coder, coder) <- patches
SoM: somtwo@gmail.com (coder)
</pre>
8fa06fbee213a848a74438c56445415f266ab375
2694
2488
2007-01-17T22:48:43Z
Ralphis
3
Updated to Pub SVN R11
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 11'':
<pre>
This code is maintained on http://odamex.net/svn/co
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (coder)
deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups)
denis: denis@voxelsoft.com (lead coder) <- patches
joe: joejkennedy@gmail.com (coder)
Manc: mike@odamex.net (services and odamex.net website admin, project manager)
Ralphis: ralphis@odamex.net (project manager)
Russell: russell@odamex.net (launcher coder, coder) <- patches
SoM: somtwo@gmail.com (coder)
</pre>
d183c0d4b6f5cf2973755d5bf7bd33696ec0a4bd
2488
2311
2006-10-31T02:58:22Z
SoM
12
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1528'':
<pre>
This code is maintained on svn://odamex.net:2000
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (coder)
deathz0r: deathz0r@unidoom.org (documentation, testing and code cleanups)
denis: denis@voxelsoft.com (lead coder) <- patches
joe: joejkennedy@gmail.com (coder)
Manc: mike@mancubus.net (services and odamex.net website admin, project manager)
Ralphis: ralphis@unidoom.org (project manager)
Russell: russell@mancubus.net (launcher coder, coder) <- patches
SoM: somtwo@gmail.com (coder)
</pre>
57ec1f92fb57e2c475115cde6521ce57455c71df
2311
2310
2006-09-21T23:02:27Z
86.143.3.146
0
update r1528
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1528'':
<pre>
This code is maintained on svn://odamex.net:2000
Post bugs to http://odamex.net/bugs
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (coder)
deathz0r: deathz0r@unidoom.org (documentation, testing and code cleanups)
denis: denis@voxelsoft.com (lead coder) <- patches
joe: joejkennedy@gmail.com (coder)
Manc: mike@mancubus.net (services and odamex.net website admin, project manager)
Ralphis: ralphis@unidoom.org (project manager)
Russell: russell@mancubus.net (launcher coder, coder) <- patches
SoM: rzeller@ameritech.net (coder)
</pre>
2d5bfd7a230a392888f62e8e276f9d6809dd646f
2310
2034
2006-09-21T23:01:16Z
86.143.3.146
0
update for r1513
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1513'':
<pre>
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
deathz0r: deathz0r@unidoom.org (documentation and testing)
</pre>
25413593a224bca68adccb83d9910ce9448898ae
2034
2012
2006-04-12T20:16:51Z
83.67.16.209
0
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1351'':
<pre>
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
</pre>
640eb3e12b492236c705d6ccf68605486656a4b5
2012
2011
2006-04-12T02:52:05Z
83.67.16.209
0
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1351'':
<code>
This code is maintained on svn://odamex.net:2000<br>
Post bugs to bugs.odamex.net<br>
IRC irc.oftc.net #odamex<br>
<br>
AlexMax: alexmayfield@carolina.rr.com (documentation)<br>
anarkavre: anarkavre@zoominternet.net (ex-coder)<br>
Dash: dashevil@gmail.com (coder)<br>
denis: denis@voxelsoft.com (lead) <- patches<br>
Manc: mike@mancubus.net (odamex.net)<br>
Ralphis: ralphis@unidoom.org<br>
Russell: russell@mancubus.net (launcher)<br>
SoM: rzeller@ameritech.net (coder)<br>
Toke: embryonic138@yahoo.com (coder)<br>
</code>
3d6d2d0434308dab0bce22510bfc2dd9e56e19c6
2011
2010
2006-04-12T02:51:34Z
83.67.16.209
0
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1262'':
<code>
This code is maintained on svn://odamex.net:2000<br>
Post bugs to bugs.odamex.net<br>
IRC irc.oftc.net #odamex<br>
<br>
AlexMax: alexmayfield@carolina.rr.com (documentation)<br>
anarkavre: anarkavre@zoominternet.net (ex-coder)<br>
Dash: dashevil@gmail.com (coder)<br>
denis: denis@voxelsoft.com (lead) <- patches<br>
Manc: mike@mancubus.net (odamex.net)<br>
Ralphis: ralphis@unidoom.org<br>
Russell: russell@mancubus.net (launcher)<br>
SoM: rzeller@ameritech.net (coder)<br>
Toke: embryonic138@yahoo.com (coder)<br>
</code>
4cbec7d8f739e123c5cf1249b83367092829c80e
2010
2009
2006-04-12T02:50:53Z
83.67.16.209
0
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1262'':
<code>
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
</code>
df2800955fce6f5f583620ce703a90b8a36fab77
2009
1452
2006-04-12T02:50:19Z
83.67.16.209
0
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
<code>
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
</code>
|}
fee8a65f54a04b47c3d76aece57843cee359a562
1452
1439
2006-03-30T19:22:28Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
|}
9bb8a50522711b8fbd335e1ddaa42c95d753f533
1439
1438
2006-03-30T19:02:45Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]].
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
|}
613345fb21eb828d7b71103afbc0c2631c281410
1438
1437
2006-03-30T19:01:51Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
|}
== See also ==
* Contributors
1ad2947a06d8175c03d3f3054eae5a01c0c686c3
1437
1436
2006-03-30T19:01:32Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
|
|
|
}
== See also ==
* Contributors
a14abdbb1a4edf476f0fb39ecef10c353bf560ee
1436
1435
2006-03-30T19:01:19Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
||
}
== See also ==
* Contributors
c052697eab628260747a7960c44f38d35cb024c4
1435
1432
2006-03-30T19:01:04Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
|
}
== See also ==
* Contributors
4c444448f6f5c8cd0b2f95b6b059aac9c38fbfe1
1432
1431
2006-03-30T18:59:01Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
|
}
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1431
1430
2006-03-30T18:58:41Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262''
{| class="prettytable"
|- valign="top"
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
}
ab0a216517a17e0ccb0e5b306033aebb3b6c9483
1430
1429
2006-03-30T18:58:20Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
{| class="prettytable"
|- valign="top"
|''MAINTAINERS as of revision 1262''
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
}
fbe9ded9b43c524d20a2765075d596446898c927
1429
1408
2006-03-30T18:58:11Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
{| class="prettytable"
|- valign="top"
|''MAINTAINERS as of revision 1262''
|
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
}
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2006-03-30T18:36:16Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
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1407
1406
2006-03-30T18:35:57Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
2c86964818deffb521056dda9a662b254c12a1bd
1406
1405
2006-03-30T18:35:31Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
85da27dff3eb51bfb5d00a1fd6fdd0aace94d81f
1405
1404
2006-03-30T18:35:17Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
''MAINTAINERS as of revision 1262'':
<blockquote style="background: white; border: 1px solid black; padding: 1em;">
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
</blockquote>
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1403
2006-03-30T18:30:48Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
{| class="prettytable"
||
''MAINTAINERS as of revision 1262'':
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
}
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1403
1402
2006-03-30T18:30:19Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
{| class="prettytable"
|- valign="top"
|
''MAINTAINERS as of revision 1262'':
This code is maintained on svn://odamex.net:2000
Post bugs to bugs.odamex.net
IRC irc.oftc.net #odamex
AlexMax: alexmayfield@carolina.rr.com (documentation)
anarkavre: anarkavre@zoominternet.net (ex-coder)
Dash: dashevil@gmail.com (coder)
denis: denis@voxelsoft.com (lead) <- patches
Manc: mike@mancubus.net (odamex.net)
Ralphis: ralphis@unidoom.org
Russell: russell@mancubus.net (launcher)
SoM: rzeller@ameritech.net (coder)
Toke: embryonic138@yahoo.com (coder)
}
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1402
2006-03-30T18:29:52Z
Voxel
2
wikitext
text/x-wiki
The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues.
{| class="prettytable"
|- valign="top"
|
''as of revision 1262'':
This part of the document has stayed
the same from version to version.
This paragraph contains text that is
outdated - it will be deprecated and
deleted in the near future.
It is important to spell check this
dokument. On the other hand, a misspelled
word isn't the end of the world.
}
83786b890e9954f424fe5090713975e4de6c3df6
Mailing List
0
1660
3384
2010-02-10T05:53:37Z
Russell
4
wikitext
text/x-wiki
The mailing list is a place for developers to subscribe to so they can get notification updates on bugs and provide feedback to the bug in the bugtracker if need be.
The bugtracker itself used to send mail to one person, who may or may not respond, the mailing list instead allows bugzilla to send an email to the list and any subscribed users will get an email/rss update from the mailing list software regarding the bug.
Developers can then look up the bug and assign it to themselves, make comments on it etc.
== External Links ==
[http://www.freelists.org/list/odamex-bug-reporter The mailing list]
c2a0fd4ced8a91dabca510b8a064bd43d106f853
Main Page
0
1
3952
3926
2020-08-15T23:20:52Z
Hekksy
139
Introduce Odalauncher to the main page for support
wikitext
text/x-wiki
<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[Launcher | Using Odalaunch]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[Discord|Discord]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [[Releases]] (version history)
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|GitHub]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
__NOTOC__ __NOEDITSECTION__
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3926
3868
2019-07-24T19:15:20Z
Hekksy
139
wikitext
text/x-wiki
<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[Discord|Discord]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [[Releases]] (version history)
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|GitHub]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
__NOTOC__ __NOEDITSECTION__
c15cac440a1311c25ecaf2ca277ad742338f747d
3868
3865
2019-01-05T05:01:34Z
HeX9109
64
removing irc from the front page and replacing it with discord
wikitext
text/x-wiki
<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[Discord|Discord]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|GitHub]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
__NOTOC__ __NOEDITSECTION__
cc10a48420395e53fb2b40794e8d3cac46a0edbf
3865
3841
2018-10-13T20:00:38Z
HeX9109
64
wikitext
text/x-wiki
<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|GitHub]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
__NOTOC__ __NOEDITSECTION__
7d18fb43f53aab9cba7325c8a1e7b25ae01141db
3841
3840
2017-02-23T23:58:11Z
Manc
1
wikitext
text/x-wiki
<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
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Manc
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wikitext
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<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:800px;">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row" style="margin-left:auto;margin-right:auto;max-width:800px;">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
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wikitext
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<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row" style="max-width:800px;">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row" style="max-width:800px;">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
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<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
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<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
</div>
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<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
<div class="row">
<div class="col-md-6">
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
</div>
<div class="col-md-6">
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
</div>
</div>
<div class="row">
<div class="col-md-6">
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
</div>
<div class="col-md-6">
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
</div>
</div>
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
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<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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wikitext
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<div id="mf-home">
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
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== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doomwiki.org/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
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<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions|FAQ]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install|Installation]]
* [[How to play|Gameplay]]
* [[How to run a server|Running a server]]
* [[How to build from source|Building from source]]
* [[Frequently Asked Questions]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[License]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Frequently Asked Questions]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[License]]
* [[Server Admin's Guide]]
* [[Editing|Maps & Modifications]]
* [[Troubleshooting]]
* [[Commands]]
* [[Variables]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Frequently Asked Questions]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Contacts|Contacts]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Hacker's Guide]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Frequently Asked Questions]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Coding_standard|Coding standard]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
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wikitext
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Frequently Asked Questions]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
__NOTOC__ __NOEDITSECTION__
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2908
2007-09-01T22:36:15Z
Manc
1
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
|}
<h3><center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center></h3>
__NOTOC__ __NOEDITSECTION__
a9e2cf3d19178578cfb21227194b372e1ed2183b
2908
2899
2007-04-14T17:35:53Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
|}
<center>
There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.
</center>
__NOTOC__ __NOEDITSECTION__
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2899
2685
2007-04-11T01:58:17Z
Manc
1
xhtml well-formedness
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|style="width:100%;"
|- style="vertical-align:top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|style="width: 100%;"
|- style="vertical-align: top;"
|style="width: 50%; padding: 0 1em 1em 1em;"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|style="width: 50%; padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
|}
__NOTOC__ __NOEDITSECTION__
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2685
2672
2007-01-15T14:36:25Z
Ralphis
3
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
* [[timeline|Historical Timeline]]
|}
__NOTOC__ __NOEDITSECTION__
fa7d0da97ef3ca8144f452dd16813c69894a320c
2672
2644
2007-01-12T00:54:19Z
Manc
1
Added Editing
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[Editing|Maps & Modifications]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
736c6b6d26303d67c95ffefeeead0c4dc1e28b20
2644
2512
2007-01-08T22:35:32Z
Manc
1
corrected faq version
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
7c48ff0c76334872f4b6f10e886a2930b0b19bee
2512
2475
2006-11-05T05:03:45Z
Ralphis
3
Added Forums article
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [[Forums|Message Boards]]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
502b42e22a0e4292191b2970fdfc601a248c4acf
2475
2472
2006-10-31T01:48:03Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Contacts|Contacts]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Coding_standard|Coding standards]]
* [[Development roadmap|Roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
1d6729784ce10a8b6126adf1b9c389c3fb4a1ebc
2472
2471
2006-10-31T01:44:20Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Svn|SVN]]
* [[Hacker's Guide]]
* [[Contacts|Contacts]]
* [[Coding_standard|Coding standards]]
* [[Patches|Submitting Patches]]
* [[Development roadmap|Roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
ece533cd3765f64ca6f4c9234d42a9db698bf432
2471
2438
2006-10-31T01:42:41Z
Ralphis
3
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Coding_standard|Coding Standards Guide]]
* [[Contacts|Contacts]]
* [[Development roadmap|Roadmap]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Svn|SVN]]
|}
__NOTOC__ __NOEDITSECTION__
c5ac9a1d65361147d12ebb2701e938a3028cfc4a
2438
2356
2006-10-27T03:56:37Z
Manc
1
Add coding guide
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Coding_standard|Coding Standards Guide]]
* [[Contacts|Contacts]]
* [[Development roadmap|Roadmap]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Svn|SVN]]
|}
__NOTOC__ __NOEDITSECTION__
049d36d7cdc0a26f4a729057ad6042c60ce55e1d
2356
2271
2006-09-30T03:06:13Z
Manc
1
Add patch submission info to dev section
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Contacts|Contacts]]
* [[Development roadmap|Roadmap]]
* [[Hacker's Guide]]
* [[Patches|Submitting Patches]]
* [[Svn|SVN]]
|}
__NOTOC__ __NOEDITSECTION__
cde92857a7f1b702af24d2e20c2a67275e4df453
2271
2270
2006-08-31T19:41:39Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Svn|SVN]]
* [[Hacker's Guide]]
* [[Contacts|Contacts]]
* [[Development roadmap|Roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
de549f85de714871d505a1792f0a479b0d761087
2270
2070
2006-08-31T19:41:20Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Svn|SVN]]
* [[Hacker's Guide]]
* [[Contacts|Contacts]]
* [[Development roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
25f1a53ec2876019c8258fccc733e0a709724cc0
2070
2063
2006-04-13T17:50:51Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Contacts|Contacts]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Svn|SVN]]
* [[Hacker's Guide]]
* [[Development roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
79b7cb82ded6dddcb3e192a66022241c0d593cec
2063
2062
2006-04-13T15:53:50Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Contacts|Contacts]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%" border="1"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Svn|SVN]]
* [[Hacker's Guide]]
* [[Development roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
857bac664bcd38082c4d7156d42b9c0777bbd09a
2062
2058
2006-04-13T15:53:35Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Contacts|Contacts]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%" border="1"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[SVN]]
* [[Hacker's Guide]]
* [[Development roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
8bf87ec957c8cb65ead3936e49121909e75bc1c1
2058
2057
2006-04-13T15:45:03Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Contacts|Contacts]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
|}
{|width="100%" border="1"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Hacker's Guide]]
* [[Development roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
d4cd99ae55533dd60f1a35896599e76efe7b1336
2057
2056
2006-04-13T15:44:24Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Contacts|Contacts]]
|}
{|width="100%" border="1"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Server Admin's Guide]]
* [[Troubleshooting]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Hacker's Guide]]
* [[Development roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
85ae5ed4517aa3f9f4a2afee91d224b687ccb9ef
2056
2055
2006-04-13T15:37:14Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="100%"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Community ==
* [[Policy]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Contacts|Contacts]]
|}
{|width="100%" border="1"
|- valign="top"
|width="50%" style="padding: 0 1em 1em 1em"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Server Admin's Guide]]
|width="50%" style="padding: 0 1em 1em 1em"|
== Development ==
* [[Bugs]]
* [[Bug Tester's Guide]]
* [[Hacker's Guide]]
* [[Development roadmap]]
|}
__NOTOC__ __NOEDITSECTION__
d6ced98ec04cfc69048e04034a97c4317c02fddb
2055
2054
2006-04-13T15:16:25Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Development Roadmap]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
=== Guides ===
* [[Hacker's Guide]]
* [[Server Admin's Guide]]
* [[Bug Tester's Guide]]
== Community ==
* [[Policy]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* Communication
** [http://odamex.net/boards Message Boards]
** [[IRC|IRC channel]]
** [[Contacts|Contacts]]
__NOTOC__ __NOEDITSECTION__
09863d32836c8857d4472cc5c32088ca3af988f9
2054
2053
2006-04-13T15:15:42Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Development Roadmap]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
=== Guides ===
* [[Hacker's Guide]]
* [[Server Admin's Guide]]
* [[Bug Tester's Guide]]
== Community ==
* [[Policy]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* Communication
** [http://odamex.net/boards Message Boards]
** [[IRC|IRC channel]]
** List of [[People|People involved]]
__NOTOC__ __NOEDITSECTION__
22d349c5a9d47253cdb1afa0f95acc4620c3a893
2053
2013
2006-04-13T15:14:35Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Development Roadmap]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
=== Guides ===
* [[Hacker's Guide]]
* [[Server Admin's Guide]]
* [[Bug Tester's Guide]]
== Community ==
* [[Policy]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
* [[Communication|Communication]]
** [http://odamex.net/boards Message Boards]
** [[IRC|IRC channel]]
** [[People|People]]
__NOTOC__ __NOEDITSECTION__
5528cd072a1f0080eb86b0793633d580811b6299
2013
2004
2006-04-12T02:53:05Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Development Roadmap]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
=== Guides ===
* [[Hacker's Guide]]
* [[Server Admin's Guide]]
* [[Bug Tester's Guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
* [[Credits|Credits]]
__NOTOC__ __NOEDITSECTION__
27b82c9ed2e4c5315db2ec0749b1554f2c3794aa
2004
2003
2006-04-12T02:32:00Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Development Roadmap]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
=== Guides ===
* [[Hacker's Guide]]
* [[Server Admin's Guide]]
* [[Bug Tester's Guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
__NOTOC__ __NOEDITSECTION__
2ef90514af088bc225125a5ddd84209b5b024e9d
2003
1936
2006-04-12T02:31:28Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
=== Getting started ===
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
=== Documentation ===
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Development Roadmap]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
==== Guides ====
* [[Hacker's Guide]]
* [[Server Admin's Guide]]
* [[Bug Tester's Guide]]
===Community===
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
__NOTOC__ __NOEDITSECTION__
39e917470c513893aa1f6e9ffb0ee857832ce76a
1936
1842
2006-04-08T00:18:10Z
AlexMax
9
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
=== Getting started ===
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
=== Documentation ===
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's Guide]]
* [[Server Admin's Guide]]
* [[Bug Tester's Guide]]
* [[Development Roadmap]]
===Community===
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
__NOTOC__ __NOEDITSECTION__
dc143ea41e8e0e156ec01add7ea9bf048e808fa1
1842
1784
2006-04-07T01:22:23Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
=== Getting started ===
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
=== Documentation ===
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
* [[Development Roadmap]]
===Community===
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
* [[Statistics|Statistics]]
__NOTOC__ __NOEDITSECTION__
ccbfd86fc12d7af0afac8827783bbed3ef82868e
1784
1749
2006-04-04T15:57:16Z
AlexMax
9
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
=== Getting started ===
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
=== Documentation ===
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
* [[Development Roadmap]]
===Community===
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
caecaf4ce2d5586d580e00380fc801a20228b301
1749
1733
2006-04-03T16:07:41Z
Manc
1
Added "What is Odamex?" To Getting Started
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
=== Getting started ===
* [[Odamex|What is Odamex?]]
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
=== Documentation ===
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
===Community===
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
3a3620e1223fd2f033761630bb0be50c735e97ac
1733
1731
2006-04-01T00:19:33Z
Manc
1
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
=== Getting started ===
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
=== Documentation ===
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
===Community===
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
f10ff5ed78132cc25d6484ca0a9c4967866804c5
1731
1709
2006-04-01T00:19:08Z
Manc
1
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
===Getting started===
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
adfb886595dfe76b6df9511d6e153936cdf9e2e2
1709
1707
2006-03-31T08:59:25Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__
0c1e92130c640aca117f70107f9af9a49ea77782
1707
1706
2006-03-31T07:21:14Z
Voxel
2
Not ready for tables yet :)
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
64bfb79f496b61234e938b12878dc0f4399542b4
1706
1705
2006-03-31T07:20:38Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|
|width="50%"|
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
|width="50%"|
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
|}
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
a11187cc921fef2e96e49ede8008862c520caaab
1705
1704
2006-03-31T07:13:40Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
64bfb79f496b61234e938b12878dc0f4399542b4
1704
1703
2006-03-31T07:13:18Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="25%"
|
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
|-
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
|}
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
103adc250ea886efc5db35b8b64d91f6d24aaabd
1703
1575
2006-03-31T07:13:00Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
{|width="25%"
|
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
|}
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
26f922cd2539b5b13c346a79c13e1df73a939cad
1575
1564
2006-03-30T21:56:29Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
64bfb79f496b61234e938b12878dc0f4399542b4
1564
1559
2006-03-30T21:39:31Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Commands]]
* [[Variables]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
106abcc39a2b7dbeae7c9a75f1d79126186ce38f
1559
1558
2006-03-30T21:35:40Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Console commands]]
* [[Variables]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
e3e104580b2afa89de66b2d6a3e10900d814b4c8
1558
1552
2006-03-30T21:35:29Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Console commands]]
* [[:Category:Variables|Variables]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
ef0992d4dc9d24c3532d21ec13ad70b3f8efcdd4
1552
1533
2006-03-30T21:32:49Z
AlexMax
9
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[:Category:Console Commands|Console Commands]]
* [[:Category:Variables|Variables]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
42117160fae003d481255998601af0de5ff824fb
1533
1532
2006-03-30T21:13:16Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[:Category:Console Commands|Console Commands]]
* [[Cvar list]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
21cc5ceda83c816452509c3c1bfddd46443a17b7
1532
1531
2006-03-30T21:13:05Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[:Category:Console Commands]|Console Commands]
* [[Cvar list]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
5846c431047d5483ea5cc6e4a4aa5f04ec49ba1d
1531
1525
2006-03-30T21:12:49Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[:Category:Console_Commands]]
* [[Cvar list]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
5c8f9ab650eb6ca433ca7be7a151755c210ec70f
1525
1524
2006-03-30T21:09:31Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
8cb46e6d7aba132de0c9c9f88a5a086807722172
1524
1457
2006-03-30T21:09:23Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Category:Command list]]
* [[Cvar list]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
493ccef2f73676b0b79bc2b6757d180bda3d46cd
1457
1455
2006-03-30T19:24:44Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
* [[Server admin's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
8cb46e6d7aba132de0c9c9f88a5a086807722172
1455
1454
2006-03-30T19:24:01Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[License]]
* [[Doom faq]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
* [[Hacker's guide]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
7795e225c092deb355fee97426b9db0430e15135
1454
1450
2006-03-30T19:23:23Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
* [[License]]
* [http://doom.wikia.com/wiki/Entryway The Doom Wiki]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
4ce6f5e55c7219b96f495e563028510a6c9ea9e1
1450
1447
2006-03-30T19:19:03Z
Manc
1
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to install]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
* [[License]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
3b044b0e73fce55a1665aae81359f5eb6892e057
1447
1441
2006-03-30T19:12:16Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
* [[FAQ]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
* [[License]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
8d4899a241134f5c4bea417e1668bb027b3575a5
1441
1424
2006-03-30T19:03:51Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
* [[License]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
72425bc63a8a696956977619ea33bba11d8ff06b
1424
1423
2006-03-30T18:53:13Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
* [[Troubleshooting]]
== Documentation ==
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
03698c40a4cfc9afca2dcf52bc959c99e67e30a0
1423
1422
2006-03-30T18:52:42Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
=== Problems ===
* [[Troubleshooting]]
== Documentation ==
* [[Doom faq]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
c23a4197b08a6636b36a724debe8127388c85b39
1422
1420
2006-03-30T18:52:27Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
=== Problems ===
* [[Troubleshooting]]
=== Documentation ===
* [[Doom faq]]
== Quick Reference ==
* [[Command list]]
* [[Cvar list]]
== Community ==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
e849176dc210acec4ed4c1d860a3c7de997e12bf
1420
1419
2006-03-30T18:51:18Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[How to run a server]]
* [[How to build from source]]
=== Problems ===
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
=== Documentation ===
* [[Doom faq]]
==Community==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
a5552bc8b638e4382cf00104941018389379e266
1419
1415
2006-03-30T18:48:34Z
Voxel
2
wikitext
text/x-wiki
<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[How to run a server]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
=== Documentation ===
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
__NOTOC__ __NOEDITSECTION__
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
=== Documentation ===
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
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Voxel
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wikitext
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
=== Documentation ===
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
__NOTOC__ __NOEDITSECTION__
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[How to intall]]
* [[How to play]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Downloading and Installing]]
* [[How to play]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [[IRC|IRC channel]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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2006-03-30T18:40:48Z
Voxel
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wikitext
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Downloading and Installing]]
* [[How to play]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
* [http://odamex.net/boards Message Boards]
* [IRC|IRC channel]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
== Getting started ==
* [[Downloading and Installing]]
* [[How to play]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
* [[Downloading and Installing]]
* [[How to play]]
* [[Troubleshooting]]
=== Quick Reference ===
* [[Command list]]
* [[Cvar list]]
* [[Doom faq]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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<h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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<h3 style="margin-bottom: 20px; width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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2006-03-30T07:50:04Z
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wikitext
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<h3 style="margin-bottom: 20px; width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</td></tr>
</table>
__NOTITLE__ __NOTOC__ __NOEDITSECTION__
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Manc
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wikitext
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<h3 style="margin-bottom: 20px; width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</td></tr>
</table>
__NOTOC__ __NOEDITSECTION__
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2006-03-30T07:37:28Z
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wikitext
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<h3 style="width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</td></tr>
</table>
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2006-03-30T07:36:39Z
Manc
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wikitext
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<h1>Welcome to the Odamex Wiki!</h1>
<h3 style="width:100%;text-align:left;">There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</td></tr>
</table>
__NOTOC__ __NOEDITSECTION__
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2006-03-30T07:29:47Z
Manc
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wikitext
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<h1>Welcome to the Odamex Wiki!</h1>
<table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</td></tr>
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2006-03-30T07:28:40Z
Manc
1
wikitext
text/x-wiki
<h1>Welcome to the Odamex Wiki!</h1>
<table style="color: #FFF; width: 45%; margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
===Community===
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</td></tr>
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2006-03-30T07:27:14Z
Manc
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wikitext
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<h1>Welcome to the Odamex Wiki!</h1>
<table style="margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</td></tr>
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Manc
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wikitext
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<h1>Welcome to the Odamex Wiki!</h1>
<table style="margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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2006-03-30T07:26:29Z
Manc
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wikitext
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<h1>Welcome to the Odamex Wiki!</h1
<table style="margin: 0 auto 0 auto; background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
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2006-03-30T07:25:22Z
Manc
1
wikitext
text/x-wiki
<center><big><b>Welcome to the Odamex Wiki!</b></big></center>
<center><table style="background-color: #00003a">
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</table></center>
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2006-03-30T07:24:45Z
Manc
1
wikitext
text/x-wiki
<center><big><b>Welcome to the Odamex Wiki!</b></big></center>
<center><table>
<th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi'''
<tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</table></center>
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2006-03-30T07:24:15Z
Manc
1
wikitext
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<center><big><b>Welcome to the Odamex Wiki!</b></big></center>
<center><table>
<th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi'''
<tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</table></center>
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2006-03-28T21:26:20Z
Manc
1
wikitext
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<center><big><b>Welcome to the Odamex Wiki!</b></big></center>
<center><table cellpadding="0" cellspacing="0" border="0">
<th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi'''
<tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://odamex.net/bugs Odamex Bug Tracker]
</table></center>
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2006-03-28T21:12:41Z
Ralphis
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wikitext
text/x-wiki
<center><big><b>Welcome to the Odamex Wiki!</b></big></center>
<center><table cellpadding="0" cellspacing="0" border="0">
<th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi'''
<tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
== External links ==
* [http://bugs.odamex.net/ Odamex Bug Tracker]
</table></center>
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1292
2006-03-28T21:12:24Z
Ralphis
3
wikitext
text/x-wiki
<center><big><b>Welcome to the Odamex Wiki!</b></big></center>
<center><table cellpadding="0" cellspacing="0" border="0">
<th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi'''
<tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
</center>
== External links ==
* [http://bugs.odamex.net/ Odamex Bug Tracker]
</table>
e7526218f1d3fb976edf931a3479ffa2da9aa514
1292
1291
2006-03-28T21:08:16Z
216.15.108.253
0
wikitext
text/x-wiki
<center><big><b>Welcome to the Odamex Wiki!</b></big></center>
<center><table cellpadding="0" cellspacing="0" border="0">
<th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi'''
<tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;">
== Getting started ==
===The Game===
* [[Doom faq]]
* [[cvar list]]
===Developing===
* [[Compiling on Windows with Codeblocks]]
==Community==
* [[Policy]]
</table></center>
== External links ==
* http://bugs.odamex.net/
85f2ab27dfc303a3c1dfdb233078044f10c999b1
1291
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2006-03-28T20:40:31Z
Voxel
2
wikitext
text/x-wiki
<big>Welcome to the odamex wiki</big>
== Getting started ==
* [[Doom faq]]
* [[cvar list]]
== External links ==
* http://bugs.odamex.net/
9153cb1780b4d098c2fd406d0465344fa6bcc372
1288
1
2006-03-28T20:33:08Z
83.67.16.209
0
wikitext
text/x-wiki
<big>Welcome to the odamex wiki</big>
== Getting started ==
* [[Doom faq]]
* [[cvar list]]
61f816eb2a257bb054222f7c3ee8cfe9dbbce726
1
2006-03-28T04:04:21Z
MediaWiki default
0
wikitext
text/x-wiki
<big>'''MediaWiki has been successfully installed.'''</big>
Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for information on using the wiki software.
== Getting started ==
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
cfe9e457290978db5c59f7ed0e6495177716a20e
Map
0
1412
2125
2124
2006-04-14T21:56:15Z
AlexMax
9
/* map ''lumpname'' */
wikitext
text/x-wiki
===map ''lumpname''===
Changes the currently playing map to map ''lumpname''. For most maps, this will either be in a format of MAP''xx'' where ''xx'' is the map you're attempting to change to, or E''x''M''y'', where ''x'' is the episode and ''y'' is the map you're attempting to change to.
[[Category:Server_commands]]
a6121eede2c4fd46f9f6a28fa20602e9280a0ffa
2124
2123
2006-04-14T21:54:55Z
AlexMax
9
/* =map ''lumpname'' */
wikitext
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===map ''lumpname''===
Changes the currently playing map.
[[Category:Server_commands]]
7a4319b9294057e5791821ba4746123145d49153
2123
2006-04-14T21:54:46Z
AlexMax
9
wikitext
text/x-wiki
===map ''lumpname''==
Changes the currently playing map.
[[Category:Server_commands]]
a42362ebff50e2665681f717214503ca22c69426
Map List
0
1584
3920
3919
2019-02-06T14:37:53Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example: <br/>
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first <br/>
addmap map01 <--maplist <br/>
addmap map00 <br/>
addmap map02 <br/>
addmap map00 <br/>
addmap map03 <br/>
addmap map00 <br/>
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
6d61a526ed000c6f099b26b15183d8d76f2c082e
3919
3918
2019-02-06T14:37:32Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example:
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first <br/>
addmap map01 <--maplist <br/>
addmap map00 <br/>
addmap map02 <br/>
addmap map00 <br/>
addmap map03 <br/>
addmap map00 <br/>
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
9ee204eaed96c882b8db5ef103711e342ff32678
3918
3917
2019-02-06T14:36:55Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example:
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first <br/>
addmap map01 <--maplist
addmap map00
addmap map02
addmap map00
addmap map03
addmap map00
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
7eb0d15343f8e45949ae5c60ba6199ea604be733
3917
3916
2019-02-06T14:36:35Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example:
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first
addmap map01 <--maplist
addmap map00
addmap map02
addmap map00
addmap map03
addmap map00
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
573e95309e61d0f58d4f5d8d17682df449ae9dfd
3916
3915
2019-02-06T14:35:34Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example:
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first
addmap map01 <--maplist
addmap map00
addmap map02
addmap map00
addmap map03
addmap map00
{{plainlist|
* cat
* dog
* horse
* cow
* sheep
* pig
}}
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
b868dd359e75716e4934f6b696a8201698d95436
3915
3914
2019-02-06T14:33:34Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example:
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first
addmap map01 <--maplist
addmap map00
addmap map02
addmap map00
addmap map03
addmap map00
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
6dc9c52a613a08c34717747a84c463307c1a3b60
3914
3913
2019-02-06T14:33:08Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example:
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first
addmap map01 <--maplist
addmap map00
addmap map02
addmap map00
addmap map03
addmap map00
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
79cdaa25146207ff91d59953ed59e5be40b031ed
3913
3775
2019-02-06T14:32:21Z
Rude
136
/* addmap */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
example:
addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first
addmap map01 <--maplist
addmap map00
addmap map02
addmap map00
addmap map03
addmap map00
- map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
3074b9c2b0b560dd4f811f4ec41d0c7685de9748
3775
3774
2013-09-14T18:09:53Z
Ant P.
78
/* sv_shufflemaplist */ oops, follow section title convention properly
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
725ffaae905359312000bad31764d63b9cfe09e7
3774
3623
2013-09-14T18:08:57Z
Ant P.
78
/* shufflemaplist */ docs were wrong, it's sv_shufflemaplist in the source code
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===sv_shufflemaplist===
Usage: '''sv_shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
95a096f6ae327fa3885c015a925e4e13168b7bed
3623
3614
2012-04-01T16:54:02Z
Ralphis
3
Added emptyfreeze
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyfreeze===
Usage: '''emptyfreeze (0-1)'''
When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen.
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
77bfaca5ab4a4f32c89722b9ff86681db61dd056
3614
3613
2012-02-12T16:41:28Z
Ralphis
3
/* Map Voting */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===map voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
66011b258c2bf865dd542f0c49c84e1f294930b8
3613
3588
2012-02-12T16:41:10Z
Ralphis
3
/* Other Useful Map Related Commands/CVARs */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
===Map Voting===
''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].''
eaf38df653a36b0ac55048462aa9ac720269e621
3588
3587
2011-12-13T15:09:51Z
Ralphis
3
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
fb3c6da0d3da1becd02c66edbedfa94280065514
3587
3442
2011-12-13T15:09:07Z
Ralphis
3
/* nextmap (cvar) */
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_nextmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
4a05012e7a0fe93c07a0a9f6ca474cb5059567b1
3442
3361
2010-08-06T05:06:35Z
Ralphis
3
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap (ccmd)===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===nextmap (cvar)===
Usage: '''sv_curmap'''
A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements.
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
8f0680bb53f21cf0f8ab8bcc06c027b7eb9defbf
3361
3339
2008-10-09T18:45:52Z
Nes
13
Remove NotInCurrentVersion template on shufflemaplist.
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
79f74c76617227494574cc1860a828f8ec9d114a
3339
3336
2008-08-14T21:43:11Z
Nes
13
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
{{NotInCurrentVersion}}
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
6c7b9ffb985987b1447424b350c66c6382f1b197
3336
3330
2008-08-14T20:45:51Z
Nes
13
shufflemaplist
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===shufflemaplist===
Usage: '''shufflemaplist (0-1)'''
Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.)
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
79f74c76617227494574cc1860a828f8ec9d114a
3330
3318
2008-08-09T03:22:37Z
Ralphis
3
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''curmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
753811ee6e9a480ad1f22818eb817df20fcc1ccb
3318
3295
2008-08-06T20:21:41Z
Ralphis
3
Add emptyreset
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''nextmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
==Other Useful Map Related Commands/CVARs==
===emptyreset===
Usage: '''emptyreset (0-1)'''
When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished.
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
c9526eb5be69df9764be5d8ae35b4d4a593f9847
3295
3274
2008-08-06T18:55:28Z
Ralphis
3
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''nextmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
==Other Useful Map Related Commands/CVARs==
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
===[[startmapscript]] & [[endmapscript]]===
Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information.
5cba3d2568a31ef800524187b504e569d707d8b0
3274
3273
2008-08-06T16:45:35Z
Ralphis
3
Added loopepisode
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''nextmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
==Other Useful Map Related Commands/CVARs==
===loopepisode===
Usage: '''loopepisode (0-1)'''
A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8.
0bee68a24f08f0a973dcd12ed3dca1bfb6ee5b2f
3273
3272
2008-08-06T16:03:11Z
Ralphis
3
formatting
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''nextmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
a2e59cc01cbbf839ab34b70fccbe976073e5abab
3272
3271
2008-08-06T16:02:42Z
Ralphis
3
duh alphabetical fix
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===curmap===
Usage: '''nextmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
0d4d52bd7637efd6ba2415d2d7d8479fa2d9e315
3271
3230
2008-08-06T16:02:02Z
Ralphis
3
Add curmap cvar
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
===curmap===
Usage: '''nextmap'''
A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements.
63ca10c4237d97147437a6b13e71a077889b5be7
3230
3210
2008-06-16T01:15:13Z
Russell
4
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [...]'''
Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
f771be7b9e989203f3e7c1fb9a14062577dc4ebf
3210
3209
2008-06-06T21:06:13Z
Nes
13
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [optional wad name]'''
Adds a map to the map list with an optional wad to load.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
229c6ad3efe597536f4773d863b3c27afa4b9897
3209
3135
2008-06-06T21:04:59Z
Nes
13
add intro
wikitext
text/x-wiki
One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development.
===addmap===
Usage: '''addmap (map name) [optional wad name]'''
Adds a map to the map list with an optional wad to load.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission).
5a7a7e817dc3d24455caf6da5cecd0fbc3164c09
3135
3130
2008-05-18T13:18:35Z
Voxel
2
wikitext
text/x-wiki
(intro to the map list concept and functionality here)
===addmap===
Usage: '''addmap (map name) [optional wad name]'''
Adds a map to the map list with an optional wad to load.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect, will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current [[map list]]. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current [[map list]]. Similar to [[forcenextmap]], only progresses naturally (with intermission).
8e65b0e2c824a992308079b740b8faad9805e2f6
3130
3121
2008-05-18T12:01:17Z
Russell
4
wikitext
text/x-wiki
(intro to the map list concept and functionality here)
===addmap===
Usage: '''addmap (map name) (wad name [optional])'''
Adds a map to the map list with an optional wad to load.
Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect, will have their "state" (weapons, ammo, points) reset.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current [[map list]]. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current [[map list]]. Similar to [[forcenextmap]], only progresses naturally (with intermission).
ae93ab969921798868dcba613589c3f6ed711c25
3121
2008-05-12T23:56:37Z
Nes
13
wikitext
text/x-wiki
(intro to the map list concept and functionality here)
===addmap===
Usage: '''addmap (map name) (wad name [optional])'''
Adds a map to the map list.
===clearmaplist===
Usage: '''clearmaplist'''
Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!'''
===forcenextmap===
Usage: '''forcenextmap'''
Progresses to the next map in the current [[map list]]. Similar to [[nextmap]], only progresses quickly (without intermission).
===maplist===
Usage: '''maplist'''
Displays the entire map list in the console.
===nextmap===
Usage: '''nextmap'''
Progresses to the next map in the current [[map list]]. Similar to [[forcenextmap]], only progresses naturally (with intermission).
c04c19e6ddf49b90eb76e0be676726daf10072e0
Map Scripts
0
1548
2880
2007-03-27T20:14:03Z
Manc
1
Redirect to Map scripts
wikitext
text/x-wiki
#REDIRECT [[Map_scripts]]
19bf8e7cd7e41a48431349963b5a063e75e99940
Map scripts
0
1547
3457
3298
2010-08-13T03:51:12Z
Ralphis
3
wikitext
text/x-wiki
''For relevant information regarding Map lists, visit [[Map List]].''
== Overview ==
'''sv_startmapscript''' and '''sv_endmapscript''' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map.
== Syntax ==
A little knowledge of scripting/programming will help when creating map scripts.
=== if ===
'''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script:
<pre>
if CVAR1 eq VALUE1 CVAR2 VALUE2
</pre>
Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2"
== Usage ==
These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting sv_startmapscript/sv_endmapscript to the script line, sv_startmapscript and sv_endmapscript can also be set to execute an external file containing a script, for example:
<pre>
set sv_startmapscript "+exec script.cfg"
</pre>
Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01.
<pre>
if sv_curmap eq MAP01 SKILL 3
</pre>
If you wanted to change the hostname of the server when the map changes
to MAP30
<pre>
if sv_curmap eq MAP30 hostname "join if you dare"
</pre>
== See Also ==
== External Links ==
fb90b0d767e0a8ee63f70a093159e42d26452d34
3298
3294
2008-08-06T18:58:45Z
Ralphis
3
link to map list
wikitext
text/x-wiki
''For relevant information regarding Map lists, visit [[Map List]].''
== Overview ==
'''startmapscript''' and '''endmapscript''' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map.
== Syntax ==
A little knowledge of scripting/programming will help when creating map scripts.
=== if ===
'''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script:
<pre>
if CVAR1 eq VALUE1 CVAR2 VALUE2
</pre>
Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2"
== Usage ==
These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example:
<pre>
set startmapscript "+exec script.cfg"
</pre>
Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01.
<pre>
if curmap eq MAP01 SKILL 3
</pre>
If you wanted to change the hostname of the server when the map changes
to MAP30
<pre>
if curmap eq MAP30 hostname "join if you dare"
</pre>
== See Also ==
== External Links ==
3436c360b9d2b50c5e28a0319c12cf3ae0b043b9
3294
3293
2008-08-06T18:52:51Z
Ralphis
3
/* Overview */
wikitext
text/x-wiki
== Overview ==
'''startmapscript''' and '''endmapscript''' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map.
== Syntax ==
A little knowledge of scripting/programming will help when creating map scripts.
=== if ===
'''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script:
<pre>
if CVAR1 eq VALUE1 CVAR2 VALUE2
</pre>
Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2"
== Usage ==
These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example:
<pre>
set startmapscript "+exec script.cfg"
</pre>
Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01.
<pre>
if curmap eq MAP01 SKILL 3
</pre>
If you wanted to change the hostname of the server when the map changes
to MAP30
<pre>
if curmap eq MAP30 hostname "join if you dare"
</pre>
== See Also ==
== External Links ==
6964f3715f39dd4b6338031ed5afdb128949647d
3293
2879
2008-08-06T18:52:34Z
Ralphis
3
/* Overview */
wikitext
text/x-wiki
== Overview ==
''startmapscript'' and ''endmapscript'' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map.
== Syntax ==
A little knowledge of scripting/programming will help when creating map scripts.
=== if ===
'''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script:
<pre>
if CVAR1 eq VALUE1 CVAR2 VALUE2
</pre>
Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2"
== Usage ==
These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example:
<pre>
set startmapscript "+exec script.cfg"
</pre>
Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01.
<pre>
if curmap eq MAP01 SKILL 3
</pre>
If you wanted to change the hostname of the server when the map changes
to MAP30
<pre>
if curmap eq MAP30 hostname "join if you dare"
</pre>
== See Also ==
== External Links ==
01da80b6bf0d6df1fb6095855150a46fa0fa6b45
2879
2007-03-26T23:22:28Z
Russell
4
wikitext
text/x-wiki
== Overview ==
[[startmapscript]] and [[endmapscript]] are ways of setting gameplay variables (CVARS) for the start and end of a map
== Syntax ==
A little knowledge of scripting/programming will help when creating map scripts.
=== if ===
'''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script:
<pre>
if CVAR1 eq VALUE1 CVAR2 VALUE2
</pre>
Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2"
== Usage ==
These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example:
<pre>
set startmapscript "+exec script.cfg"
</pre>
Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01.
<pre>
if curmap eq MAP01 SKILL 3
</pre>
If you wanted to change the hostname of the server when the map changes
to MAP30
<pre>
if curmap eq MAP30 hostname "join if you dare"
</pre>
== See Also ==
== External Links ==
da285089d1796774a939c279f330079229a15007
Maplist
0
1588
3161
3127
2008-05-28T23:16:33Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map_List#maplist]][[Category:Server_commands]]
edcec9c9f3306105c88fdf48829ef74bffdd522f
3127
2008-05-13T00:20:59Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map_List#maplist]]
[[Category:Server_commands]]
5c6d129ed5e39e8eb0483365fef9ddd7b182b8ea
Master
0
1319
3365
3241
2008-10-27T17:25:17Z
GhostlyDeath
32
odamex.org is dead
wikitext
text/x-wiki
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary - master1.odamex.net:15000
* Secondary - master2.odamex.net:15000
== Protocol ==
The protocol is documented on the [[Launcher Protocol]] page.
a6454b342f5051b2e1834dad9f675496ccaa6fa4
3241
3079
2008-07-01T23:09:55Z
Manc
1
wikitext
text/x-wiki
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary - master1.odamex.net:15000
* Secondary - odamex.org:15000 (master2.odamex.net:15000)
== Protocol ==
The protocol is documented on the [[Launcher Protocol]] page.
1b0cfc6d2c9a29f8107cd2a83b81371446acbdbf
3079
3071
2008-05-05T15:00:39Z
Voxel
2
wikitext
text/x-wiki
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary - odamex.net:15000
* Secondary - odamex.org:15000
== Protocol ==
The protocol is documented on the [[Launcher Protocol]] page.
419c37836be10c0acf909e561a400470c669bd9f
3071
3069
2008-05-05T14:47:51Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary - odamex.net:15000
* Secondary - odamex.org:15000
== Protocol ==
The protocol is documented on the [[Launcher Protocol]] page.
3df102fa89b11ebbda2ed61cc579ced48e533633
3069
2921
2008-05-05T14:46:03Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary - odamex.net:15000
* Secondary - odamex.org:15000
== Protocol ==
The protocol is documented on the [[Launcher protocol]] page.
6cca52535e2fedbcfffa62a0b28e2da27b6a0a35
2921
2652
2007-04-26T03:49:34Z
Manc
1
/* Current Master Servers */ add addresses
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary - odamex.net:15000
* Secondary - odamex.org:15000
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2652
1484
2007-01-09T20:54:06Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary
* Secondary
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1484
1483
2006-03-30T20:26:30Z
Voxel
2
wikitext
text/x-wiki
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers.
== Current Master Servers ==
* Primary
* Secondary
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1483
1482
2006-03-30T20:25:29Z
Voxel
2
wikitext
text/x-wiki
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
45aac05a22480e8b7a78cbb9fbc85d0b08829298
1482
1480
2006-03-30T20:25:11Z
Voxel
2
wikitext
text/x-wiki
== Master server ==
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
5fe4930b859c6a7a06415f9e21278f7405ebcd34
1480
1469
2006-03-30T20:24:19Z
Voxel
2
wikitext
text/x-wiki
{{Modules}}
== Master server ==
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
b1b3a036782b3bf813ddb7fd71e250468b53cce9
1469
1468
2006-03-30T20:15:02Z
Voxel
2
wikitext
text/x-wiki
== Master server ==
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
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1468
1465
2006-03-30T20:13:40Z
Voxel
2
wikitext
text/x-wiki
{{Modules}}
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
45aac05a22480e8b7a78cbb9fbc85d0b08829298
1465
1464
2006-03-30T20:04:12Z
Voxel
2
wikitext
text/x-wiki
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
{{Modules}}
d7765324ac8f4e5b03e90e80b25f84b77bbff48d
1464
1463
2006-03-30T20:00:49Z
Voxel
2
wikitext
text/x-wiki
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
[[Category:Components]]
d998597c65f3b3adddf333cf0595e2d16d415b78
1463
1443
2006-03-30T19:59:07Z
Voxel
2
wikitext
text/x-wiki
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
[[Category:Odamex modules]]
aa59678b00bc20056720bcb7e5533f2dc81ff92b
1443
2006-03-30T19:08:04Z
Voxel
2
wikitext
text/x-wiki
The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason.
== Current Master Servers ==
* Primary
* Secondary
30542fbe8d331b60d823ef2ca5b76d764da95d57
Masters
0
1340
3313
1775
2008-08-06T20:16:04Z
Ralphis
3
redirect to Basic Server Settings
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#masters]][[Category:Server commands]]
79523dd7698b2a0d1a931fc6da345ffa3629c965
1775
1584
2006-04-03T19:24:43Z
AlexMax
9
wikitext
text/x-wiki
===masters===
Lists master servers which the server will advertise to if [[Usemasters|usemasters]] is set.
[[Category:Server commands]]
36198fd15ccb89514ade388b1be2a44432b60ca0
1584
1583
2006-03-30T22:05:37Z
Voxel
2
wikitext
text/x-wiki
Lists master servers which the server will advertise to if [[Usemasters|usemasters]] is set.
[[Category:Server commands]]
ad1309ab807923052da566861375bfc807aa3f40
1583
1582
2006-03-30T22:05:25Z
Voxel
2
wikitext
text/x-wiki
Lists master servers which the server will advertise to if [[Usemasters:usemasters]] is set.
[[Category:Server commands]]
4167d0c3ef451415e1a48de9205ea917ef3af920
1582
2006-03-30T22:05:08Z
Voxel
2
wikitext
text/x-wiki
Lists master servers which the server will advertise to if [[Usemasters:usemasters]] is set.
bad501d05e668e0b403e12bd48daf90d6640ab7a
Media
0
1469
3835
3834
2017-02-23T17:51:03Z
Manc
1
/* Launcher screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r103-winxp.png|320px|thumb|center|Windows XP]]
</div>
<div class="col-md-4">
[[Image:Odamex-r86-fbsd62.png|320px|thumb|center|FreeBSD 6.2]]
</div>
<div class="col-md-4">
[[Image:Odamex-r100-openbsd.png|320px|thumb|center|OpenBSD 4.0]]
</div>
</div>
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r120-solaris.png|320px|thumb|center|Solaris 10]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-linuxppc.png|320px|thumb|center|GNU/Linux 2.6.18-powerpc]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-osxppc.png|320px|thumb|center|OSX 10.4.8]]
</div>
</div>
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
<div class="row">
<div class="col-md-4">
[[Image:Odalaunchlinux.png|320px|thumb|center|FreeBSD 6.1]]
</div>
<div class="col-md-4">
[[Image:Odalaunch-windows.png|320px|thumb|center|Windows XP]]
</div>
<div class="col-md-4">
[[Image:Odalaunch-macosx.png|320px|thumb|center|OSX 10.4.8]]
</div>
</div>
5e685d3da84b285f65f3d7ef9761cf87b67288d6
3834
3833
2017-02-23T17:50:32Z
Manc
1
/* Launcher screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r103-winxp.png|320px|thumb|center|Windows XP]]
</div>
<div class="col-md-4">
[[Image:Odamex-r86-fbsd62.png|320px|thumb|center|FreeBSD 6.2]]
</div>
<div class="col-md-4">
[[Image:Odamex-r100-openbsd.png|320px|thumb|center|OpenBSD 4.0]]
</div>
</div>
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r120-solaris.png|320px|thumb|center|Solaris 10]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-linuxppc.png|320px|thumb|center|GNU/Linux 2.6.18-powerpc]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-osxppc.png|320px|thumb|center|OSX 10.4.8]]
</div>
</div>
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
<div class="row">
<div class="col-md-4">
[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
</div>
<div class="col-md-4">
[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
</div>
<div class="col-md-4">
[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]]
</div>
</div>
ebcd6252901eb703cef10cf75d0a642d71d80f77
3833
3832
2017-02-23T17:49:33Z
Manc
1
/* Screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r103-winxp.png|320px|thumb|center|Windows XP]]
</div>
<div class="col-md-4">
[[Image:Odamex-r86-fbsd62.png|320px|thumb|center|FreeBSD 6.2]]
</div>
<div class="col-md-4">
[[Image:Odamex-r100-openbsd.png|320px|thumb|center|OpenBSD 4.0]]
</div>
</div>
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r120-solaris.png|320px|thumb|center|Solaris 10]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-linuxppc.png|320px|thumb|center|GNU/Linux 2.6.18-powerpc]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-osxppc.png|320px|thumb|center|OSX 10.4.8]]
</div>
</div>
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
{|
|-
|[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
|[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
|[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]]
|}
791d200e1884955889879b184e49349a0e8ca93c
3832
3831
2017-02-23T17:48:21Z
Manc
1
/* Screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r103-winxp.png|320px|thumb|none|Windows XP]]
</div>
<div class="col-md-4">
[[Image:Odamex-r86-fbsd62.png|320px|thumb|none|FreeBSD 6.2]]
</div>
<div class="col-md-4">
[[Image:Odamex-r100-openbsd.png|320px|thumb|none|OpenBSD 4.0]]
</div>
</div>
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r120-solaris.png|320px|thumb|none|Solaris 10]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-linuxppc.png|320px|thumb|none|GNU/Linux 2.6.18-powerpc]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-osxppc.png|320px|thumb|none|OSX 10.4.8]]
</div>
</div>
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
{|
|-
|[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
|[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
|[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]]
|}
f517c2b03ae06858c55718722b82403c6ef4bf84
3831
3830
2017-02-23T17:44:20Z
Manc
1
/* Screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r103-winxp.png|320px|thumb|Windows XP]]
</div>
<div class="col-md-4">
[[Image:Odamex-r86-fbsd62.png|320px|thumb|FreeBSD 6.2]]
</div>
<div class="col-md-4">
[[Image:Odamex-r100-openbsd.png|320px|thumb|OpenBSD 4.0]]
</div>
</div>
<div class="row">
<div class="col-md-4">
[[Image:Odamex-r120-solaris.png|320px|thumb|Solaris 10]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-linuxppc.png|320px|thumb|GNU/Linux 2.6.18-powerpc]]
</div>
<div class="col-md-4">
[[Image:Odamex-r166-osxppc.png|320px|thumb|OSX 10.4.8]]
</div>
</div>
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
{|
|-
|[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
|[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
|[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]]
|}
4bb9625416b63be44eaf534c3a83226a3a58e055
3830
3076
2017-02-23T17:41:13Z
Manc
1
/* Screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|320px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]]
|[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]]
|}
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
{|
|-
|[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
|[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
|[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]]
|}
51c3837664b10b5e8f13599b9e6c13a24f057074
3076
3075
2008-05-05T14:55:27Z
Voxel
2
/* Launcher screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]]
|[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]]
|}
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
{|
|-
|[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
|[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
|[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]]
|}
98021ee6a0e856f5664e98894d2a06b8eb5d8f13
3075
3074
2008-05-05T14:55:11Z
Voxel
2
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]]
|[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]]
|}
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
{|
|-
|[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
|[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
|[[Image:Odalaunch-macosx.png|160px|thumb|OSX]]
|}
3f108f2157a5cc22abc9c8eeac758a2fc2278c70
3074
2874
2008-05-05T14:54:00Z
Voxel
2
/* Screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]]
|[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]]
|}
== Launcher screenshots ==
Below are screenshots of the launcher running on various target platforms:
{|
|-
|[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]]
|[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]]
|}
f2e0bc8a0ba49ee487060685395b2962b2737d06
2874
2871
2007-03-09T14:20:29Z
Voxel
2
/* Screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]]
|[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]]
|}
a816e508297500a3a21e4edb42183ec7cb3dbca2
2871
2869
2007-03-08T20:37:15Z
AlexMax
9
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]]
|}
6db3aeca4aecc91d2f2bf6d363cb34c557425337
2869
2820
2007-03-08T20:34:37Z
AlexMax
9
/* Screenshots */
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|[[Image:Odamex-r166-linuxppc.png|160px|thumb|Debian PowerPC Linux 4.0]]
|}
e66c13c7aa90225422d935e46ec927d3bb04d4a3
2820
2804
2007-01-30T17:53:54Z
AlexMax
9
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|-
|[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]]
|}
b619a1b75715a4cabe3183998ceaf84c7a9856b6
2804
2800
2007-01-25T07:29:48Z
AlexMax
9
wikitext
text/x-wiki
== Screenshots ==
Below are screenshots of Odamex running on various target platforms:
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|}
4dfec41f8dbecc1fb24debd6d6db419fcd32283f
2800
2526
2007-01-25T05:41:05Z
Deathz0r
6
wikitext
text/x-wiki
Wallpapers, avatars, icons, music and more will be available here soon.
== Screenshots of Odamex running on various Operating Systems ==
{|
|-
|[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]]
|[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]]
|[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]]
|}
8733fd3ad1e20301c118868b0bbcad4f79f282be
2526
2525
2006-11-06T06:04:13Z
Manc
1
wikitext
text/x-wiki
Important screenshots, wallpapers, avatars, icons, music and more will be available here soon.
ed6336a6a71b4fa24aa5469253be0415ee0a3f97
2525
2006-11-06T06:03:33Z
Manc
1
Create page
wikitext
text/x-wiki
Important screenshots, wallpapers, avatars, icons, music and more will be available here soon.
{{stub}}
524dfac9ad7c28ba2f78570c3e08fa6c63d479b4
MelanyRaby447
0
1799
3698
2012-07-11T19:42:27Z
188.167.53.80
0
Created page with "You for instance your physician So, what exactly is wrong with that? Nothing. Most of us like our doctors. That's why we trust them and keep going back to them for therapy. B..."
wikitext
text/x-wiki
You for instance your physician
So, what exactly is wrong with that? Nothing. Most of us like our doctors. That's why we trust them and keep going back to them for therapy. But have to the reality which you for example your doctor prevent you from seeking compensation as soon as he or she committed wrongdoing that caused you physical and emotional injury? [http://www.moldbacteriaconsulting.com/author/lyn/ Satnam Singh Gandham]
The law in New York enables anybody who has been injured by yet another to bring a lawsuit for compensation. This law originated from typical law and goes back hundreds of years. In fact in some religions there is evidence that this type of law goes back thousands of years. It makes superior prevalent sense. If one other individual reasons you damage, that you are entitled to achieve cash to pay for your medical costs, your lost earnings, your future lost earnings, the damage to your household, and obviously, compensation for the discomfort and suffering you endured.
So, need to the truth that you just like your doctor stay away from you from bringing a lawsuit? It could generate you believe uncomfortable, nevertheless I make sure that should you begin to think about your disabling injuries and how your physician caused them, the anger and hostility you feel will consistently outweigh your fondness for your doctor. [http://www.conquercancer.ca/site/TR/Events/Vancouver2012?px=2616091&amp;pg=personal&amp;fr_id=1413 Dr Gandham Satnam Singh]
What beneficial will the money do for you?
This is usually a typical rhetorical question that defense attorneys generally ask plaintiff's lawyers. "The money will not bring your loved one back," "The money won't produce you whole once again," "The money you're asking for is not going to change anything..."
However, money may be the only thing that our justice technique allows us to recover when an injured victim sues their wrongdoer. While those comments above could all be accurate, we're prohibited from taking justice into our own hands. Therefore, what else can we attain for the injured victim? Money will be the only factor that makes it possible for us to pay the medical bills that had been generated consequently of the wrongdoing. Money is going to produce the victim alot more financially safe. Money will assist the injured victim with ongoing medical care and rehabilitation. The injured victim will not be a burden on a City or governmental handout. Money will help his youngsters check out school or camp. Money may possibly assist with alterations essential in his home- such as a wheelchair ramp or modified kitchen appliances. [http://www.conquercancer.ca/site/TR/Events/Vancouver2012?px=2872046&pg=personal&fr_id=1413 Satnam Singh Gandham]
Money can in no way produce us entire, or replace the agony and suffering that was caused by a doctor or a hospital. But the money is supposed to create those wrongdoers think twice around performing that exact same action once again, and hopefully stay clear of the subsequent person from being a malpractice victim.
06df7f861dd1496fabf8003c1ad7885243e4cac6
Menu main
0
1449
2228
2006-05-03T15:39:11Z
AlexMax
9
wikitext
text/x-wiki
===menu_main===
Brings up the main menu.
[[Category:Client_commands]]
44ea7895bd3cdd5c3f90411b4a5932e04905e2de
Menu quit
0
1446
2202
2201
2006-04-16T19:42:11Z
Ralphis
3
wikitext
text/x-wiki
===menu_quit===
The '''menu_quit''' command calls the quit query to the screen. This is usually used with a bind.
Note: The difference between '''menu_quit''' and '''[[quit]]''' commands is only that '''menu_quit''' calls the classic doom quit question onto the screen (Press y/n to quit).
[[Category:Client_commands]]
9821de65061fa52c7af27c61b48950d6264d08bf
2201
2006-04-16T19:41:42Z
Ralphis
3
wikitext
text/x-wiki
===menu_quit===
The '''menu_quit''' command calls the quit query to the screen. This is usually used with a bind.
Note: The difference between '''menu_quit''' and '''[[quit]]''' commands is only that '''menu_quit''' calls the classic doom quit question onto the screen (Press y/n to quit).
476b69e47c7206f03c6fc8ca9916fef9cc93ce21
Message Boards
0
1466
2623
2622
2006-11-20T14:59:18Z
Manc
1
/* Board Rules */
wikitext
text/x-wiki
==Overview==
The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, including but not limited to:
* Seeking or offering help with code
* Odamex Tech Support
* Wad Editing
==Board Rules==
Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take the time to read through the message board code of conduct. It will certainly help you become better aquainted with the community, and it will help you to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums.
* Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth.
* The official language is English.
* Respect each other and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered.
* As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation.
* Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion.
* Do not spam. No blatant advertising.
* No illegally obtained copyright content can be distributed here. No serials, warez, or cracks of any nature. Links to, offerings of and requests for such content are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums.
* Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning.
* Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community.
* Multiple registrations are prohibited and are grounds for immediate account deletion.
'''These rules will be enforced, so please be aware.'''
==External Links==
[http://odamex.net/boards Message Boards]
bbaf83f82faa8e3a4fae23ecf179cbb157c80806
2622
2606
2006-11-20T14:58:28Z
Manc
1
/* Board Rules */ Grammar cleanup
wikitext
text/x-wiki
==Overview==
The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, including but not limited to:
* Seeking or offering help with code
* Odamex Tech Support
* Wad Editing
==Board Rules==
Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take the time to read through the message board code of conduct. It will certainly help you become better aquainted with the community, and it will help you to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums.
* Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth.
* The official language is English.
* Respect each other and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered.
* As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation.
* Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion.
* Do not spam. No blatant advertising.
* No illegally obtained copyright content can be distributed here. No serials, warez, or cracks of any nature. Links to, offerings of and requests for such content are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums.
* Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning.
* Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community.
* Multiple registrations are prohibited and are grounds for immediate account deletion.
'''These rules will be enforced, so please be aware.'''
==External Links==
[http://odamex.net/boards Message Boards]
5da34303f45646522e1af8c7526b4034c934cae9
2606
2605
2006-11-16T16:27:20Z
Manc
1
/* Overview */
wikitext
text/x-wiki
==Overview==
The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, including but not limited to:
* Seeking or offering help with code
* Odamex Tech Support
* Wad Editing
==Board Rules==
Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the message board code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums.
* Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth.
* Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered.
* As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation.
* Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion.
* Do not spam. No blatant advertising.
* No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums.
* Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning.
* Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community.
* The official language is English.
* Multiple registrations are prohibited and are grounds for immediate account deletion.
'''These rules will be enforced, so please be aware.'''
==External Links==
[http://odamex.net/boards Message Boards]
2d72aedb2145e0ee3782e5db89ed8993cc172654
2605
2603
2006-11-16T16:26:07Z
Manc
1
/* Forum Rules */ now Board Rules
wikitext
text/x-wiki
==Overview==
The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, for example
* Seeking or offering help with code
* Odamex Tech Support
* Wad Editing
==Board Rules==
Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the message board code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums.
* Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth.
* Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered.
* As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation.
* Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion.
* Do not spam. No blatant advertising.
* No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums.
* Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning.
* Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community.
* The official language is English.
* Multiple registrations are prohibited and are grounds for immediate account deletion.
'''These rules will be enforced, so please be aware.'''
==External Links==
[http://odamex.net/boards Message Boards]
90fb80ed0fd230d52740e50b40e7f4677981113a
2603
2511
2006-11-16T16:23:09Z
Manc
1
Forums moved to Message Boards
wikitext
text/x-wiki
==Overview==
The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, for example
* Seeking or offering help with code
* Odamex Tech Support
* Wad Editing
==Forum Rules==
Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the forum code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums.
* Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the forums from becoming cluttered with the same questions but saves us bandwidth.
* Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered.
* As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation.
* Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion.
* Do not spam. No blatant advertising.
* No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums.
* Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning.
* Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community.
* The official language is English.
* Multiple registrations are prohibited and are grounds for immediate account deletion.
'''These rules will be enforced, so please be aware.'''
==External Links==
[http://odamex.net/boards Message Boards]
160d7c44b25ef5c45c18ec46d2ebed47e78b9838
2511
2006-11-05T05:02:38Z
Ralphis
3
wikitext
text/x-wiki
==Overview==
The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, for example
* Seeking or offering help with code
* Odamex Tech Support
* Wad Editing
==Forum Rules==
Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the forum code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums.
* Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the forums from becoming cluttered with the same questions but saves us bandwidth.
* Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered.
* As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation.
* Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion.
* Do not spam. No blatant advertising.
* No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums.
* Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning.
* Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community.
* The official language is English.
* Multiple registrations are prohibited and are grounds for immediate account deletion.
'''These rules will be enforced, so please be aware.'''
==External Links==
[http://odamex.net/boards Message Boards]
160d7c44b25ef5c45c18ec46d2ebed47e78b9838
Messagemode
0
1393
2385
2384
2006-10-09T17:49:17Z
AlexMax
9
wikitext
text/x-wiki
===messagemode===
Enables message mode, in which a player can type out a message to be broadcast to the rest of the server.
See also: [[Say]], [[messagemode2]]
[[Category:Client_commands]]
327ef22655dc106137652cd5998057466aff15cf
2384
1932
2006-10-09T17:49:03Z
AlexMax
9
wikitext
text/x-wiki
===messagemode===
Enables message mode, in which a player can type out a message to be broadcast to the rest of the server.
See also: [[Say]], [[Messagemode2]]
[[Category:Client_commands]]
e7a6fb954b8dae11c8e233a1bd242a61839103f4
1932
2006-04-08T00:11:41Z
AlexMax
9
wikitext
text/x-wiki
===messagemode===
Enables message mode, in which a player can type out a message to be broadcast to the rest of the server.
See also: [[Say]]
[[Category:Client_commands]]
4646dba0184621f88ae20daf8fa64526f0b1e749
Messagemode2
0
1463
2386
2006-10-09T17:49:43Z
AlexMax
9
wikitext
text/x-wiki
===messagemode2===
Enables message mode 2, in which a player can type out a message to be broadcast to the rest of his team.
See also: [[Messagemode]]
[[Category:Client_commands]]
62bdf27dda447e9673e3d1a33040d116f6839b62
Mission
0
1550
2890
2007-04-09T03:09:11Z
Manc
1
Add redirect for linking
wikitext
text/x-wiki
#redirect [[Our_Mission]]
485a97f67dff5f02b27cf3fd67009f357329f2e4
MixonRhodes782
0
1770
3669
2012-07-10T11:06:01Z
37.15.99.177
0
Created page with "Josep Maria Carreras Thought of being one of the world's three nice operatic tenors dwelling at the tip of the twentieth century, Josep Carreras (born 1946) waged an excellen..."
wikitext
text/x-wiki
Josep Maria Carreras
Thought of being one of the world's three nice operatic tenors dwelling at the tip of the twentieth century, Josep Carreras (born 1946) waged an excellent battle in opposition to a lethal way of leukemia revisit his beloved singing career. He received worldwide acclaim touring with fellow tenors Luciano Pavarotti and Placido Domingo.
Born in Barcelona, Spain, on December 5, 1946, Carreras was the youngest little one of visitors cop, Josep Carreras-Soler, and hairdresser, Antonia Coll-Saigi. His had not been a really musical family, however Carreras grew to become thinking about opera at just six years. His father, a teacher who'd been compelled into police work with the repressive Franco regime, took young Josep to view The Great Caruso, a film biography of operatic singer Enrico Caruso starring Mario Lanza. From that moment on, there was no doubt in Carreras' thoughts with what he wished to do together with his life. The very subsequent day, Josep's voice filled the Carreras family with arias he remembered from your film. In his autobiography, Carreras recalled that his performance of those arias amazed his household, for he "repeated these phones perfection," though he never heard them before. His household, impressed at how profoundly Josep was affected by the movie, organized for him to take music lessons.
Enrolled at Conservatory
At age of eight, Carreras enrolled at the Barcelona Conservatory, where he studied music for an additional 36 months. Throughout this identical period he noticed his first stay opera, attending a efficiency of Verdi's Aida at Barcelona's Gran Teatro del Liceo. In his autobiography, Carreras stated of that expertise: "In every one's life, there are specific moments that will never fade or die. For me that evening was some of those occasions. I will always remember the 1st time I saw singers with a stage and an orchestra. It was the very first time during my life that I might stepped into a theater, however the place was as familiar in my experience as though I had at all times recognized it. At the time, I could not perceive my feeling. In the present day I can describe it this way: from your moment I crossed the brink, I knew it was my world., I knew it had been the place I belonged."
Shortly having seen his first opera, Carreras made his singing debut in public places, performing in a profit live performance broadcast over Nationwide Radio. When he was 11, he was invited to sing the function of Trujaman in El Retablo de Maese Pedro, an opera published by Spanish composer Manuel de Falla. Only 3 years having seen his first opera at the Gran Teatro del Liceo, he returned to its stage to produce his operatic debut. He carried out twice more in small elements with the Liceo before his altering voice compelled him to temporarily decline all offers.
Took Formal Voice Lessons
Carreras started taking formal voice classes in 1964. The next 12 months he enrolled with the College of Barcelona, studying chemistry for an additional two years. Nevertheless, he remained interested primarily in pursuing a job in opera. After a yr of voice lessons from Juan Ruax, Carreras dropped his chemistry studies in 1967. His adult debut in opera arrived 1970, when he performed the function of Flavio in Bellini's Norma. The famous Spanish soprano Monserrat Caballe was favorably impressed with Carreras' performance in Norma that they invited him to show up reverse her in Donizetti's Lucrezia Borgia, performing the function of Gennaro. Under the wing of Caballe, who Carreras later identified as "like family," the younger tenor's operatic career was formally launched. As well as for the function of Gennaro, Carreras sang the position of Ismael in Nabucco. In 1971, he received the Verdi Singing Competition in Parma, Italy, which opened the doorway towards the opera homes worldwide for Carreras. That 12 months also, he married the former Mercedes Perez. The couple, who separated in 1992, had two children, Albert and Julia.
Carreras' repertoire ultimately grew to include over forty operas. Amongst his extra notable roles are Rodolfo in La Boheme, Don Josep in Carmen, Cavaradossi in Tosca, and Riccardo in Un ballo in maschera. Notable one of many conductors with whom he's worked was the late Herbert von Karajan, who called Carreras "my favourite tenor." The two labored carefully collectively from 1976 till 1989 around of von Karajan's death. It was the conductor who encouraged him to consider on heavier roles, many of which are not actually worthy of his voice. One such function - Radames in Aida - was debuted in Salzburg in 1979 and was later dropped from his repertoire by Carreras.
Along with appearing in most in the main opera venues worldwide, together with La Scala in Milan, the Staatsoper in Vienna, along with the Metropolitan and Metropolis Heart in New York, Carreras has recorded extensively. His recordings are definitely not restricted to operatic performances but include fashionable music, folk songs, and excerpts from zarzuelas, the distinctive light operas of Spain.
Diagnosed with Leukemia
Carreras' biggest challenge were only accessible in 1987. The singer had felt profoundly fatigued for months, but when he come to Paris to start out shooting the movie model of La Boheme, he felt so nauseated that a friend drove him with a hospital inside the French capital. Inside a couple of days, French docs handed him their devastating diagnosis: acute lymphoblastic leukemia. Docs gave him simply a ten percent possibility of survival. From Paris, he was transferred where you can Barcelona, where he entered El Clinco Hospital. So popular was the tenor in his native country that Spanish tv broadcast bulletins on his situation 3 x every day. When it turned out determined that the finest treatments for his particular way of leukemia have been obtainable in the United States, Carreras was transferred to the Fred Hutchinson Cancer Analysis Heart in Seattle.
In Seattle Carreras underwent painful surgical procedure in which bone marrow was obtained from his hip, cleaned of cancer cells, after which reinjected into his body. Fearful that breathing tubes would possibly damage his voice, he insisted he be provided with only partial anesthesia for that operation. The surgical procedure was as properly as weeks of radiation and chemotherapy. To sustain himself by way of this ordeal, he devoted to his old flame - the opera. To get from the radiation treatments, however measure time by working by means of some of his favourite arias in their head. He later advised Time reporter Margaret Hornblower: "I'd say to myself, 'Only three extra minutes of torture. That's the amount of Celeste Aida.' So I might sing it during my head better than I might ever sung it onstage." The ravages of radiation remedies and chemotherapy took their toll on Carreras. He misplaced all his hair, his fingernails dropped off, and his weight fell sharply.
Never Feared Dying
Looking again on his struggle with cancer, Carreras instructed Time: "For 9 months inside the hospital, I knew I was facing death. But I all the time saw the light at the end of the tunnel. Generally it turned out bright; typically it was nearly extinguished. However I inform you something: I wasn't afraid to die. I used to be worried for my children. But fearful of dying? Never."
In opposition to all odds, Carreras gained his combat leukemia, however he fearful that this wide vary of of radiation he'd obtained along with hours of nauseating chemotherapy might have damaged his voice past repair. All through his months in the hospital, he obtained help not only from his fans but also from fellow tenors Placido Domingo and Luciano Pavarotti. Domingo flew to Seattle to speak for 2 hours to his beleaguered countryman via a wall of plastic. Pavarotti despatched a telegram that read partly: "Get well soon. Without you I have no competitors!" Interviewed in 1992 by Stereo Overview, Carreras recalled the significance of his followers' support. "The a big number of letters I obtained from folks I did not know touched me deeply and have been fundamental to my recovery."
In July 1988, Carreras made his comeback in the open-air live performance carried out in the shadow of Barcelona's Arch of Triumph. More than one hundred fifty,000 people attended the performance. Usually a modest man, Carreras couldn't resist telling one interviewer that "Michael Jackson, within the similar city, obtained only 90,000." He followed his comeback in Barcelona with live performance appearances in greater than a dozen cities, together with Vienna in which the Staatsoper build a video display to guarantee that countless fans in the streets who'd been struggling to get tickets might see Carreras perform. Inside the prestigious opera house, Carreras was handed a standing ovation of over an hour or so. The tenor received equally warm receptions in New York Metropolis and London, where fans showered Carreras with flowers throughout 5 ovations. Late in 1988, Carreras established the Worldwide Basis Against Leukemia, the key goal of that is "to assist scientific analysis with funding and grants," he told the Unesco Gazette. "Scientists imagine how the finest way to struggle the sickness is at all times to boost research efforts."
In September of 1988, Carreras traveled to Merida in the south of Spain to generate his first operatic look since his diagnosis with cancer. Interviewed by the tv crew earlier than his performance, the tenor said, "This can be a particular moment within my life. It is a triumph over myself." And Carreras failed to disappoint the a big number of followers who had flocked to Merida to see him sing the role of Jason in Cherubini's Medea. Though nonetheless weak from his months of remedy, he "proved which he was again, able to compete again for the operatic stage," in accordance with Time journal's evaluation of his appearance. Shortly after his look in Merida, Carreras returned to his hometown to premiere a new opera known as Christopher Columbus.
Sang to Benefit Cancer Center
Certainly one of Carreras' first American concert events after his recovery was obviously a 1989 benefit for Seattle's Hutchinson Most cancers Research Heart, where he had been successfully handled for leukemia. Maybe the crowning jewel in Carreras' return to singing after his illness was his appearance with Domingo and Pavarotti in the "Three Tenors" concert of 1990. Staged in a outdoor arena in Rome, the concert preceded a sport in the World Cup soccer championship and was seen by more than 800 million followers in the media worldwide. A surprising success, the concert was repeated on the 1994 World Cup Finals in Los Angeles before a live viewers of more than 50,000. An estimated 1.three billion saw the live performance in the media. Information and movies in the two concerts have sold inside the millions. In subsequent concerts the "Three Tenors" performed at New Jersey's Giants Stadium, exterior New York Metropolis, within the summer time of 1996, at Detroit's Tiger Stadium in July 1999, and again in Beijing's Forbidden City in June 2001.
Carreras' autobiography, Singing in the Soul, which devoted to the singer's fight with cancer, was published in the United States in 1991. Though the opinions have been mixed, it offered properly, racking up gross sales of around 650,000 copies.
Concert events, including the "Three Tenors" performances with Domingo and Pavarotti, are noticed by Carreras in order to bring opera on the masses. Of his pursuit to win a wider audience for opera, he instructed the Unesco Courier: "Like every other way of artistic expression, music needs bavarian motor works logo. It could basically be decoded and be accessible when it reaches people - you can't love something before you comprehend it." In June of 1994, he joined an Italian opera company inside a musical tribute to people who lost their lives in the ethnic preventing in the future of Bosnia. The live performance, that has been televised, was staged amidst the ruins of the Nationwide Library in conflict-torn Sarajevo. Conductor Zubin Mehta led Carreras, singers in the Italian opera company, and the Sarajevo symphony orchestra and chorus in Mozart's Requiem Mass.
19e49702ba88aef9d705fb5746d608704da5642d
Monsterrespawn
0
1619
3244
2008-07-16T01:50:43Z
Russell
4
Monsterrespawn moved to Monstersrespawn: corrected
wikitext
text/x-wiki
#redirect [[Monstersrespawn]]
9294858b8a925c167f0d345767aa8860e56145f6
Mouse type
0
1536
2836
2835
2007-02-01T00:24:25Z
AlexMax
9
wikitext
text/x-wiki
===mouse_type===
0: Use ZDoom's default mouse handling.<br>
1: Use Odamex's custom "Standard" mouse handling.<br>
By default, ZDoom handles mouse movement in an entirely different way than doom2.exe, which causes some discomfort to players who are used to doom2.exe's mouse handling. Setting this variable to 1 attempts to emulate doom2.exe's mouse handling as closely as possible.
[[Category:Client_variables]]
309f0d727d8c2cc7c8b54a386b62e6ac8f680208
2835
2007-02-01T00:24:06Z
AlexMax
9
wikitext
text/x-wiki
===mouse_type===
0: Use ZDoom's default mouse handling.<br>
1: Use Odamex's custom "Standard" mouse handling.<br>
By default, ZDoom's handles mouse movement in an entirely different way than doom2.exe, which causes some discomfort to players who are used to doom2.exe's mouse handling. Setting this variable to 1 attempts to emulate doom2.exe's mouse handling as closely as possible.
[[Category:Client_variables]]
7439bc0e5c663255436250f58510b96856c96b0a
Multilingual Support
0
1382
1807
1806
2006-04-04T16:43:34Z
Voxel
2
/* The Idea */
wikitext
text/x-wiki
== The Idea ==
This is an idea that [[User:Voxel|Denis]] came up with (and so did [[User:Manc|Manc]]! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the [[User:AlexMax|author]] to jot a few ideas down on internet paper.
== The Road to Implementation ==
=== Modularisation ===
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
=== Storage ===
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
=== Potential problems ===
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
=== Things that should remain untouched ===
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
== The Implementation ==
{{Bug|186}} tracks this issue
67c18c7f9f499530377bb167772dd36ced66f263
1806
1805
2006-04-04T16:42:48Z
Voxel
2
/* The Idea */
wikitext
text/x-wiki
== The Idea ==
This is an idea that [[User:Voxel|Denis]] came up with (and so did [[User:Manc|Manc]]! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
== The Road to Implementation ==
=== Modularisation ===
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
=== Storage ===
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
=== Potential problems ===
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
=== Things that should remain untouched ===
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
== The Implementation ==
{{Bug|186}} tracks this issue
126cfb5edd07eb2c960316c36c83f5cf38d41a5d
1805
1804
2006-04-04T16:41:27Z
Voxel
2
wikitext
text/x-wiki
== The Idea ==
This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
== The Road to Implementation ==
=== Modularisation ===
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
=== Storage ===
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
=== Potential problems ===
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
=== Things that should remain untouched ===
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
== The Implementation ==
{{Bug|186}} tracks this issue
7c065da12c7f656d540a06d1d377df609a05f656
1804
1802
2006-04-04T16:40:51Z
Voxel
2
wikitext
text/x-wiki
== The Idea ==
This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
== The Road to Implementation ==
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
=== Modularisation ===
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
=== Potential problems ===
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
=== Things that should remain untouched ===
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
== The Implementation ==
{{Bug|186}} tracks this issue
4f98c427cfeffb2052a45537c2bd11a4536e179a
1802
1799
2006-04-04T16:38:59Z
Voxel
2
wikitext
text/x-wiki
== The Idea ==
This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
== The Road to Implementation ==
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
== The Implementation ==
c5b12e81dbbffb0d4ccc2dc8004d49c70b561250
1799
1798
2006-04-04T16:36:12Z
Voxel
2
wikitext
text/x-wiki
This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
204d219f45af89392309bfc5bd1c91f8ddc3d879
1798
1797
2006-04-04T16:35:16Z
Voxel
2
wikitext
text/x-wiki
This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
614855c4a5d59370b93667b78d63e05a823f1e37
1797
1794
2006-04-04T16:34:55Z
Voxel
2
wikitext
text/x-wiki
This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial)
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
6dc9aa4e2ca316f4268779e10ea96f89720cdc75
1794
1789
2006-04-04T16:32:53Z
Voxel
2
comments
wikitext
text/x-wiki
This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. [wads contain raw lumps, so adding that functionality should be trivial ~~]
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits [it would? ~~], so special care would need to be taken with this implmentation.
Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
b3f3ba87150b8eae094961c72ca37d8665b77688
1789
1788
2006-04-04T16:15:51Z
AlexMax
9
wikitext
text/x-wiki
This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time.
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits, so special care would need to be taken with this implmentation.
Also, in order to incorperate extended charactors in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
5c3b6d604d2bbc93e23b1400df8e1bd48372340f
1788
2006-04-04T16:15:38Z
AlexMax
9
wikitext
text/x-wiki
This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have.
Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper.
* At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu).
I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time.
At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD.
Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits, so special care would need to be taken with this implmentation.
Also, in order to incorperate extended charactors in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does.
However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :)
f75e9408b3a933857e0bf6dcbd9f98b009402d67
Name
0
1444
2194
2006-04-16T05:55:34Z
Ralphis
3
wikitext
text/x-wiki
===name===
This is the name that your client will display for your player.
''Ex. If you wanted to set your name to 'Player', you would type '''name Player''' in console. If you wish you have a space in your player name, use quotation marks around your desired name. So if you wanted your player name to be 'Doom Marine' the command would be '''name "Doom Marine"'''.''
[[Category:Client_commands]]
a8f71c648ba7f40ca0248451613ec666a78f07cc
Netcode bringup
0
1661
3387
3386
2010-07-21T22:22:35Z
Russell
4
wikitext
text/x-wiki
As of 21 July 2010, this branch is dedicated to fixing some of the more serious problems in Odamex's networking system.
=== MTU (Maximum Transmission Unit) ===
Large MTU's are a problem on the internet and have existed for a long time, Odamex currently has datagrams which are 8k (8192) in size, whereas an ethernet connection has an MTU of 1500 (usually, this varies but is a fairly common value), odamex sending datagrams of 8k will cause the OS network stack to split it up into 1500 byte fragments. And because UDP is unreliable and one of those fragments gets lost, the whole packet goes with it (including the "reliable" section)
There is a solution and that is to use a mixture of a packetization layer path MTU discovery (RFC4821) technique to dynamically resize our send buffer, if that doesn't work we fall-back on a fixed size of ~1400.
=== Markers ===
Currently when markers are written with MSG_WriteMarker, the size of their payload is not checked against the boundaries of the send buffer, which can cause an overflow, this is the same with the reliable variants.
A simple enough solution is to pass the size of the marker and its payload to this function (strings will be a problem as they are '''null terminated''' and not of a fixed length). Check the size if it goes over, if it does, send the current packet NOW, then write the contents out into a new buffer. ''There is a problem with this solution, a marker that is more than the max buffer length will not fit obviously, this will NEED to be monitored''
=== Packets ===
Packets that are out of order are not handled properly, they could cause very erratic gameplay in extreme situations and poor reliable system efficiency in others.
Any ideas on how to fix this?
=== Downloads ===
WAD file downloads are unacceptably slow, they also do not handle other types of downloads either (DEH/BEX files)
== External Links ==
[http://tools.ietf.org/html/rfc4821 RFC4821] - Packetization Layer Path MTU Discovery
48d2974aeab67e461ca9f6b1bb654497cf8d0563
3386
3385
2010-07-21T22:19:40Z
Russell
4
wikitext
text/x-wiki
As of 21 July 2010, this branch is dedicated to fixing some of the more serious problems in Odamex's networking system.
=== MTU (Maximum Transmission Unit) ===
Large MTU's are a problem on the internet and have existed for a long time, Odamex currently has datagrams which are 8k (8192) in size, whereas an ethernet connection has an MTU of 1500 (usually, this varies but is a fairly common value), odamex sending datagrams of 8k will cause the OS network stack to split it up into 1500 byte fragments. And because UDP is unreliable and one of those fragments gets lost, the whole packet goes with it (including the "reliable" section)
There is a solution and that is to use a mixture of a packetization layer path MTU discovery (RFC4821) technique to dynamically resize our send buffer, if that doesn't work we fall-back on a fixed size of like 1400.
=== Markers ===
Currently when markers are written with MSG_WriteMarker, the size of their payload is not checked against the boundaries of the send buffer, which can cause an overflow, this is the same with the reliable variants.
A simple enough solution is to pass the size of the marker and its payload to this function (strings will be a problem as they are '''null terminated''' and not of a fixed length). Check the size if it goes over, if it does, send the current packet NOW, then write the contents out into a new buffer. ''There is a problem with this solution, a marker that is more than the max buffer length will not fit obviously, this will NEED to be monitored''
=== Packets ===
Packets that are out of order are not handled properly, they could cause very erratic gameplay in extreme situations and poor reliable system efficiency in others.
Any ideas on how to fix this?
=== Downloads ===
WAD file downloads are unacceptably slow, they also do not handle other types of downloads either (DEH/BEX files)
== External Links ==
[http://tools.ietf.org/html/rfc4821 RFC4821] - Packetization Layer Path MTU Discovery
9f893b2e49ea8eadc14f32381b4a748b692ff5ac
3385
2010-07-21T02:54:33Z
Russell
4
wikitext
text/x-wiki
As of 21 July 2010, this branch is dedicated to fixing some of the more serious problems in Odamex's networking system.
Here is a list of such issues:
* Datagram sizes are too large (8192), the MTU of an ethernet system is roughly 1500, so depending on the hardware/vendor/system, 8192 bytes will get spliced up into 1500-sized fragments and.. Knowing how unreliable UDP is.. We are lucky to receive anything at all over the internet.
* Out of order packets are not handled properly, they are effectively dropped, this makes our "reliable" buffer system useless
* WAD file downloads are slooooow.
Suggested fixes which map to above issues
* 2 "fixes": Firstly we could use the packetization layer path MTU discovery (RFC4821) technique to dynamically resize our send buffer, this could make initial connections to the server slow.. Secondly, use a fixed size (like 1400) for the MTU, 1400 is good for ethernet but useless for dialup I think.
* No idea.. needs more research and thinking
* Ditto.
3efe2cf82f835f96d43089767d7a22aef2700813
Network Settings
0
1828
3761
2013-02-24T19:23:59Z
AlexMax
9
Created page with "It is '''highly recommended''' that you leave Network Settings at their default value unless you know exactly what you are doing. = Menu options = == Bandwidth (rate) == Def..."
wikitext
text/x-wiki
It is '''highly recommended''' that you leave Network Settings at their default value unless you know exactly what you are doing.
= Menu options =
== Bandwidth (rate) ==
Default: 200
== Position update freq (cl_updaterate) ==
Default: 1
== Interpolation time (cl_interp) ==
Default: 1
== Adjust weapons for lag (cl_unlag) ==
Default: true
If setting is turned off, this tells the server that you wish for your player camera to opt-out of backwards reconciliation, also known as "Unlagged". For a full explanation of what this is, see '''sv_unlagged''' under Server-only options. Note that if the server has turned off unlagged, this setting has no effect. Also note that this only effects your point of view...others can still reap the benefits of unlagged when aiming at you.
== Predict weapon pickups (cl_predictpickup) ==
Default: true
== Predict sectors (cl_predictsectors) ==
Default: true
== Predict weapon effects (cl_predictweapons) ==
Default: true
= Console-only options =
These are options that are not located in the menus, and can only be modified via the console.
== cl_prednudge ==
Default: 0.30
== cl_netgraph ==
Default: false
= Server-only options =
These are options that only the server has control over.
== sv_unlag ==
Default: true
Turns on backwards reconciliation, also known as "Unlagged".
In older online games - including older versions of Odamex - if you fired your weapon, the shot did not come out immediately. Instead, there was a small delay as your "I fired my weapon!" command went to the server, and thus it was commonplace for a shot that was aimed directly at another player to miss due to the delay. This caused players to be forced to lead their shots, aiming slightly ahead of other players in anticipation of the latency.
Backwards reconciliation fixes this by not resolving shots immediately...instead, as soon as the server gets your "I fired my weapon!" command, it moves the gamestate back in time to resolve the shot. This allows players to fire precisely where their opponent happens to be on their screen.
There is no such thing as a free lunch, however. In online games, the server always governs gamestate, and if you are shot on the server, there is a small delay before the message reaches you. By moving the gamestate back in time to resolve the shot, the delay in getting your death message is increased, leading to the feeling of being "shot around corners". In reality, you were not behind a corner from the POV of the player who shot you, but this can still be unexpected if you are not used to it.
Also, because the server has to move players back in time to resolve hits, a spectator who is watching a player is not seeing the same thing that the player is seeing, and might see oddities like shots that appear to miss but end up damaging another player.
Odamex currently applies backwards reconciliation to all hitscan weapons, with the exception of BFG tracers.
== sv_ticbuffer ==
Default: true
Turns on the "Tic Buffer".
In an ideal world, player data sent to the server is sent in one continuous stream at a predictable rate. However, the realities of the internet mean that sometimes packets will bunch up or be spread apart at an unpredictable rate. The most obvious result of such behavior are players that appear to speed up at an incredible rate or stop in their tracks unpredictably.
The Tic Buffer ensures that if there is a bunching up of packets, they are resolved at a continuous rate instead of all at once. This prevents players from skipping across the map, at the cost of the unreliable player being "behind" the server in cases where their packets are bunched up.
In the interest of fairness, it is recommended to keep this setting enabled.
7395a61ae410dd4cab98e8549fbfbbeaf9758a55
Next release
0
1554
3149
2905
2008-05-24T18:25:35Z
Voxel
2
/* Explanation */
wikitext
text/x-wiki
= When will the next version come out? =
When you build it.
== Explanation ==
Odamex is built by volunteers. The more work you do, the quicker stuff is released. If you don't know what to do, just ask. We always have things that need doing. No experience required, just effort.
* You have access to all the tools that our development team has.
* You have access to all the current resources.
* You have access to all the current code.
* You have access to the same bug tracker, wiki and forum as we do.
* You are our development team!
== About version hype ==
Version numbers are just that, numbers. They don't mean anything, except that some changes have been made. The changes may be structural and unrelated to the gaming experience, or for some obscure operating system that you'll never have. Heck, we can take the current code and call it the "next version". It is stupid to look forward to a version release unless you know what changes will be made and want those specific changes.
fcac3e8a5b70e50a5cecd3f04de2b44356cea21a
2905
2904
2007-04-14T16:27:13Z
Voxel
2
wikitext
text/x-wiki
= When will the next version come out? =
When you build it.
== Explanation ==
Odamex is built by volunteers. The more work you do, the quicker stuff is released. If you don't know what to do, just ask. We always have things that need doing. No experience required, just effort.
== About version hype ==
Version numbers are just that, numbers. They don't mean anything, except that some changes have been made. The changes may be structural and unrelated to the gaming experience, or for some obscure operating system that you'll never have. Heck, we can take the current code and call it the "next version". It is stupid to look forward to a version release unless you know what changes will be made and want those specific changes.
f05d1c2324de1caf591c58c7d1de415e3e9aa2eb
2904
2007-04-14T16:24:49Z
Voxel
2
wikitext
text/x-wiki
= When will the next version come out? =
When you build it.
== Explanation ==
Odamex is built by volunteers. The more work you do, the quicker stuff is released.
== About version hype ==
Version numbers are just that, numbers. They don't mean anything, except that some changes have been made. The changes may be structural and unrelated to the gaming experience, or for some obscure operating system that you'll never have. Heck, we can take the current code and call it the "next version". It is stupid to look forward to a version release unless you know what changes will be made and want those specific changes.
9d02bccf5a7e73e2c5694ef1c770db826f7ca971
Nextmap
0
1585
3163
3123
2008-05-28T23:17:22Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map List#nextmap]][[Category:Server_commands]]
5a23bce3b4cc6ea5593f9b778504d94a49148404
3123
2008-05-13T00:17:22Z
Nes
13
wikitext
text/x-wiki
#REDIRECT [[Map List#nextmap]]
[[Category:Server_commands]]
892371727a05970280a0b698ad07e3f520a4ff1e
Noclip
0
1432
2173
2006-04-16T04:55:18Z
Ralphis
3
wikitext
text/x-wiki
{{Cheats}}
===noclip===
Allows the player to walk through all objects.
See also: [[idclip]]
[[Category:Client_commands]]
a44d069ab78377921663c35f36020388fb3118d6
Nosound
0
1600
3185
2008-06-02T18:54:20Z
Voxel
2
wikitext
text/x-wiki
odamex -nosound
does not initialise the sound system, good for testing and troubleshooting
== See also ==
* [[novideo]]
[[Category:Client_parameters]]
0f5df03d930a8a39a37a21281b23debd4a57025e
Novert
0
1535
2844
2834
2007-02-02T02:44:29Z
Russell
4
wikitext
text/x-wiki
===novert===
0: Disables novert.<br>
1: Enables novert.<br>
This variable prevents Odamex from processing any mouse movements going up or down. By default, Odamex interperts mouse movements up and down as moving forwards and backwards, however this is slightly disorienting to some players, thus novert allows players to effectively disable this undesirable behavior. The variable is named after the [http://www.doom2.net/~mykdoom/e2m5/ mouse driver] of the same name.
[[Category:Client_variables]]
ba42856e0afef8d19b55f50a5300f0c02fba920a
2834
2007-02-01T00:20:01Z
AlexMax
9
wikitext
text/x-wiki
===novert===
0: Disables novert.</br>
1: Enables novert.<br>
This variable prevents Odamex from processing any mouse movements going up or down. By default, Odamex interperts mouse movements up and down as moving forwards and backwards, however this is slightly disorienting to some players, thus novert allows players to effectively disable this undesirable behavior. The variable is named after the [http://www.doom2.net/~mykdoom/e2m5/ mouse driver] of the same name.
[[Category:Client_variables]]
0f8016c080a8a48a857e6ec39065528530f26d92
Novideo
0
1601
3186
2008-06-02T18:54:57Z
Voxel
2
wikitext
text/x-wiki
odamex -novideo
does not initialise the window system, good for testing and troubleshooting
== See also ==
* [[nosound]]
[[Category:Client_parameters]]
d491accc8945eb0bb5fb5c865027a823bc6a5867
OdaWiki
0
1362
1729
1726
2006-04-01T00:14:55Z
Deathz0r
6
wikitext
text/x-wiki
The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics that would be considered redundant for the readme, such as server variables, Odamex policy and how to compile Odamex under various platforms.
We encourage Odamex users to expand upon this Wiki so that new users can discover a vast repository of information created by the community.
{{Stub}}
f8a14b299c7c4ac629167e6832d1c73a0987ddc2
1726
1725
2006-04-01T00:08:36Z
71.194.112.132
0
stub'd
wikitext
text/x-wiki
The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics that would be considered redundant for the readme, such as server variables, Odamex policy and how to compile Odamex under various platforms.
{{Stub}}
5f7e4255513543ca324804f2d83cd8d988649926
1725
1724
2006-04-01T00:08:23Z
Deathz0r
6
wikitext
text/x-wiki
The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics that would be considered redundant for the readme, such as server variables, Odamex policy and how to compile Odamex under various platforms.
76ecb25f9071906f9e348a57bb938afa9d374ef5
1724
2006-04-01T00:07:35Z
Deathz0r
6
wikitext
text/x-wiki
The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics, such as server variables, Odamex policy and how to compile Odamex under various platforms.
c672e4615e514fa7885e40d27ffa5628905965c9
Odamantra
0
1502
2677
2007-01-14T02:13:51Z
Manc
1
wikitext
text/x-wiki
Do it once, do it right.
10d4fd94a95638289f34a2efb964486f4172da3d
Odamex
0
1368
3938
3937
2019-12-27T20:03:03Z
Hekksy
139
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doomwiki.org/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box settings for classic Doom gameplay
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support for Doom LMP demos.
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Incredibly smooth backwards reconciliation netcode
* Theoretical support for up to 255 players
* Widescreen support
* Hi-resolution rendering modes, with support up to 1080p
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years
* A new HUD and scoreboard with info better suited for a multiplayer environment
* A warm-up mode.
* New Team Deathmatch and Capture the Flag game modes
* An announcer for Capture the Flag
* Netdemos to record playing online
* Automatic downloading and verification of WAD files from the server
* Map cycling support
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Nintendo Wii & Wii U
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doomwiki.org/wiki/Doom Doom]
* [http://doomwiki.org/wiki/Doom_II Doom II]
* [http://doomwiki.org/wiki/Doom Ultimate Doom]
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doomwiki.org/wiki/Doom Shareware Doom]
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]
* [http://freedoom.sourceforge.net/ FreeDoom]
fd698d9b12243de8e04d824d1d7bef2a14a1e158
3937
3936
2019-12-27T20:02:31Z
Hekksy
139
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box settings for classic Doom gameplay
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support for Doom LMP demos.
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Incredibly smooth backwards reconciliation netcode
* Theoretical support for up to 255 players
* Widescreen support
* Hi-resolution rendering modes, with support up to 1080p
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years
* A new HUD and scoreboard with info better suited for a multiplayer environment
* A warm-up mode.
* New Team Deathmatch and Capture the Flag game modes
* An announcer for Capture the Flag
* Netdemos to record playing online
* Automatic downloading and verification of WAD files from the server
* Map cycling support
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Nintendo Wii & Wii U
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doomwiki.org/wiki/Doom Doom]
* [http://doomwiki.org/wiki/Doom_II Doom II]
* [http://doomwiki.org/wiki/Doom Ultimate Doom]
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doomwiki.org/wiki/Doom Shareware Doom]
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]
* [http://freedoom.sourceforge.net/ FreeDoom]
a88433d5ceda615e9cb8578ce0da2903aae8b876
3936
3935
2019-12-27T19:58:27Z
Hekksy
139
/* Odamex and developers */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box settings for classic Doom gameplay
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support for Doom LMP demos.
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Incredibly smooth backwards reconciliation netcode
* Theoretical support for up to 255 players
* Widescreen support
* Hi-resolution rendering modes, with support up to 1080p
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Nintendo Wii & Wii U
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doomwiki.org/wiki/Doom Doom]
* [http://doomwiki.org/wiki/Doom_II Doom II]
* [http://doomwiki.org/wiki/Doom Ultimate Doom]
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doomwiki.org/wiki/Doom Shareware Doom]
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]
* [http://freedoom.sourceforge.net/ FreeDoom]
94a57eb679e7bca45510302bed1222fb5880e3d9
3935
3934
2019-12-27T19:56:05Z
Hekksy
139
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box settings for classic Doom gameplay
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support for Doom LMP demos.
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Incredibly smooth backwards reconciliation netcode
* Theoretical support for up to 255 players
* Widescreen support
* Hi-resolution rendering modes, with support up to 1080p
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Nintendo Wii & Wii U
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* [[CMake]] is fully implemented for all Odamex projects
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doomwiki.org/wiki/Doom Doom]
* [http://doomwiki.org/wiki/Doom_II Doom II]
* [http://doomwiki.org/wiki/Doom Ultimate Doom]
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doomwiki.org/wiki/Doom Shareware Doom]
* [http://doomwiki.org/wiki/Chex_Quest Chex Quest]
* [http://freedoom.sourceforge.net/ FreeDoom]
cce29c2d269dd61c03e6d19d5fc5cf05652ab8ae
3934
3933
2019-12-27T19:54:56Z
Hekksy
139
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box settings for classic Doom gameplay
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support for Doom LMP demos.
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Incredibly smooth backwards reconciliation netcode
* Theoretical support for up to 255 players
* Widescreen support
* Hi-resolution rendering modes, with support up to 1080p
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Nintendo Wii & Wii U
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* [[CMake]] is fully implemented for all Odamex projects
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doomwiki.org/wiki/Doom Doom]
* [http://doomwiki.org/wiki/Doom_II Doom II]
* [http://doomwiki.org/wiki/Doom Ultimate Doom]
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doomwiki.org/wiki/Doom Shareware Doom]
* [http://doomwiki.org/wiki/Chex_Quest - Chex Quest]
* [http://freedoom.sourceforge.net/ FreeDoom]
c3b9eb4bc20a4fad89cf4a8e2f9960b3e71a7938
3933
3788
2019-12-27T19:54:12Z
Hekksy
139
updated doom wiki and modified the about section a bit
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box settings for classic Doom gameplay
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support for Doom LMP demos.
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Incredibly smooth backwards reconciliation netcode
* Theoretical support for up to 255 players
* Widescreen support
* Hi-resolution rendering modes, with support up to 1080p
*A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported)
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Nintendo Wii & Wii U
** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* [[CMake]] is fully implemented for all Odamex projects
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doomwiki.org/wiki/Doom Doom]
* [http://doomwiki.org/wiki/Doom_II Doom II]
* [http://doomwiki.org/wiki/Doom Ultimate Doom]
* [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doomwiki.org/wiki/Doom Shareware Doom]
* [http://doomwiki.org/wiki/Chex_Quest]
* [http://freedoom.sourceforge.net/ FreeDoom]
80acd490ebe96dbb36f35477f166d25edb1e2eb0
3788
3786
2013-12-13T05:08:26Z
HeX9109
64
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining.
* Incredibly smooth backwards reconciliation netcode that can be adjusted.
* Theoretical support for up to 255 players.
* Widescreen support
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A Quake style warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a 32-bit software renderer for true colors beyond Doom's palette is also in the works
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
dc35b66a39f2714a2b9447584bb80195f8ceb356
3786
3785
2013-12-13T05:04:50Z
HeX9109
64
/* Odamex and map authoring */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining.
* Incredibly smooth backwards reconciliation netcode that can be adjusted.
* Theoretical support for up to 255 players.
* Widescreen support
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A Quake style warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a 32-bit software renderer for truecolor is also in the works
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Doom in Hexen).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
e783d01517fd268bd6ce5caaa84481eeb9d45909
3785
3773
2013-12-13T05:04:22Z
HeX9109
64
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining.
* Incredibly smooth backwards reconciliation netcode that can be adjusted.
* Theoretical support for up to 255 players.
* Widescreen support
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A Quake style warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a 32-bit software renderer for truecolor is also in the works
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Microsoft XBox
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Hexen in Doom).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
815c6b92ca03ddfb8638c6b611636a694320226f
3773
3741
2013-08-18T04:42:15Z
Ralphis
3
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
Features that make Odamex closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining.
* Incredibly smooth backwards reconciliation netcode that can be adjusted.
* Theoretical support for up to 255 players.
* Widescreen support
* Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors!
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* A Quake style warm-up mode.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Hexen in Doom).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
1f8aca459419dc009de1c099dfeb254452ff15ee
3741
3740
2012-08-10T15:35:36Z
HeX9109
64
/* Odamex and map authoring */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining.
* Incredibly smooth backwards reconciliation netcode that can be adjusted.
* Theoretical support for up to 255 players.
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ZDoom map format (Hexen in Doom).
* ACS up to ZDoom 1.23 Beta33.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
e587ef083dc5f2234ea3ea00e04bd00ea8616d77
3740
2928
2012-08-10T15:34:25Z
HeX9109
64
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining.
* Incredibly smooth backwards reconciliation netcode that can be adjusted.
* Theoretical support for up to 255 players.
* The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor.
* The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years.
* A new HUD and scoreboard with info better suited for a multiplayer environment.
* New Team Deathmatch and Capture the Flag game modes.
* An announcer for Capture the Flag.
* Automatic downloading and verification of WAD files from the server.
* Map cycling support.
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
64dfe62c1b2b5ba497a3d6eb73a45f60821c093d
2928
2922
2007-06-02T23:31:18Z
Russell
4
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
=== Odamex and Standard Doom ===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gameplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes, single player is also supported.
=== Odamex and Enhanced Doom ===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Theoretical support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* Map cycling support
* On-the-fly WAD loading:
** When combined with map cycling, you can create a map AND wad rotation server!
** Wads can be loaded in single player mode too, no need to restart the client.
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
=== Odamex and map authoring ===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
=== Odamex and developers ===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
4eb8d4a5c3e60fce49cce1e07cfa0975119e404e
2922
2821
2007-04-27T02:11:38Z
Russell
4
It does now, as of r188
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Theoretical support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ODAMEX supports multiple music and sound formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
09404457f2dc2fe0c77ad3014a11f31108756893
2821
2749
2007-01-30T23:33:01Z
Russell
4
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Theoretical support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Patch support includes (loaded from command line or DEHACKED lump)
** DEHACKED (DEH)
** Boom EXtensions (BEX)
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
6e32f530805a5b632502ace6cc0870b4781c08a2
2749
2639
2007-01-20T18:49:05Z
Manc
1
Remove somethings, reflect real present not future as present
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform.
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Theoretical support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista
** Linux (x86, ppc, amd64)
** MacOSX
** BSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Built-in DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
544f271d232cf9d292adf16a888aeca22521210c
2639
2598
2007-01-05T19:21:45Z
AlexMax
9
/* Odamex and Enhanced Doom */ Just compiled odasrv on my debian ppc this afternoon \o/
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux (x86, ppc)
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
180febda29408e528f8ff771b430e776bb41124f
2598
2597
2006-11-13T11:06:23Z
Voxel
2
/* Odamex and developers */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex:
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
9549783f3760eba1096e565c5f8253621e47590a
2597
2596
2006-11-13T11:06:08Z
Voxel
2
/* Odamex and developers */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
cf58b10c3f64e25962fbeaa5a84a0f99277d92b0
2596
2595
2006-11-13T11:05:38Z
Voxel
2
/* Odamex and Standard Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
a55b1514250485d91c9cc00f587b98fd76e82ce0
2595
2594
2006-11-13T11:04:57Z
Voxel
2
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground:
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
c5020a73788d2fcd8e0d0d1b09badb8b448cba4f
2594
2593
2006-11-13T11:03:44Z
Voxel
2
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
e88d621daf466e6e6667c9cd6353cbc9c0d135ad
2593
2547
2006-11-13T11:03:24Z
Voxel
2
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ oriented design with fully cross-platform capabilities, utilizing the power of the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
9bc6796a2240654efb47c04a3614ac2b15b71a2d
2547
2527
2006-11-10T00:12:02Z
Russell
4
hopefully a multilingual launcher.
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Multilingual interface (future addition)
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ orientated design with fully cross-platform capabilities, utilizing the power of the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
b6586a990ea5acb4823774c71312021e7bbcf6d2
2527
2522
2006-11-07T05:18:32Z
Russell
4
give the launcher its own bit of boastfulness :P
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
* Game launcher includes most standard features found in other launchers, plus more:
** Sorting capabilities.
** Filtering capabilities (future addition)
** C++ orientated design with fully cross-platform capabilities, utilizing the power of the [http://www.wxwidgets.org wxWidgets] API.
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
a5d32290afe1695fb3a37cbd39c96153745f021b
2522
2521
2006-11-06T00:08:08Z
EarthQuake
5
/* Odamex and developers */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation.
* Compiles with GCC as well as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
4b5ee9adced9548c6378126822c13b9edc952558
2521
2520
2006-11-06T00:07:46Z
EarthQuake
5
/* Odamex and Standard Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom key bindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplemented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
85c6881d818249db65a2717cf2c4e6b227588ef2
2520
2502
2006-11-06T00:06:46Z
EarthQuake
5
/* Odamex and Enhanced Doom */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplimented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
1965e328b6e7514e8b644cc148fd44af9559f6b7
2502
2501
2006-11-04T16:47:40Z
AlexMax
9
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Odamex and Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplimented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability)
* Fully functional Deathmatch and Cooperative game modes
===Odamex and Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===Odamex and map authoring===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Odamex and developers===
Developers also benefit from Odamex itself!
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
7135aa30ed8a6829b6bc45483623438e2990fd88
2501
2500
2006-11-04T16:46:13Z
AlexMax
9
/* Whats in it for map authors */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplimented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability)
* Fully functional Deathmatch and Cooperative game modes
===Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===DOOM map authoring support===
Whats in it for map authors?
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Developers also benefit from Odamex itself!===
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
23bcaf7d946c1a11e3800ff36e38c146993029df
2500
2499
2006-11-04T16:45:20Z
AlexMax
9
/* New additions Odamex brings to the Doom battleground! */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplimented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability)
* Fully functional Deathmatch and Cooperative game modes
===Enhanced Doom===
New additions Odamex brings to the Doom battleground!
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===Whats in it for map authors===
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Developers also benefit from Odamex itself!===
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
1943c77d523d580f5776c3c918a53b31912469fc
2499
2498
2006-11-04T16:45:01Z
AlexMax
9
/* These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===Standard Doom===
These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplimented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability)
* Fully functional Deathmatch and Cooperative game modes
===New additions Odamex brings to the Doom battleground!===
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===Whats in it for map authors===
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Developers also benefit from Odamex itself!===
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
74ef4a4247779dfea880f06c54c9b1dafb818c88
2498
2497
2006-11-04T16:43:52Z
AlexMax
9
/* New additions Odamex brings to the Doom battleground! */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:===
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplimented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability)
* Fully functional Deathmatch and Cooperative game modes
===New additions Odamex brings to the Doom battleground!===
* Client and Server environment with in-game joining
* Support for up to 255 players
* New Team Deathmatch and Capture the Flag game modes
* Automatic downloading and verification of WAD files from the server
* On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server
* RCON (Remote Console) Support
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** Possibly more...if it can run SDL it might run Odamex!
===Whats in it for map authors===
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Developers also benefit from Odamex itself!===
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
22ea1730d039ff66acd54ab5bf59fd4ce3f98c9f
2497
2458
2006-11-04T16:34:46Z
AlexMax
9
/* These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:===
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Doom2.exe gamplay-related nuances have been reimplimented as standard
* Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe
* Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability)
* Fully functional Deathmatch and Cooperative game modes
===New additions Odamex brings to the Doom battleground!===
* Client and Server environment with in-game joining.
* Support for up to 255 players.
* Two additional game modes:
** Team Deathmatch
** Capture the Flag
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!)
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
===Whats in it for map authors===
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Developers also benefit from Odamex itself!===
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
a72c4971843fadd016af87f8c7420c5f114843c8
2458
2457
2006-10-30T09:23:26Z
60.234.130.11
0
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:===
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Demo support (Possible original Doom demo support, also Odamex format)
* Fully functional game modes:
** Deathmatch
** Cooperative
===New additions Odamex brings to the Doom battleground!===
* Client and Server environment with in-game joining.
* Support for up to 255 players.
* Two additional game modes:
** Team Deathmatch
** Capture the Flag
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!)
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
===Whats in it for map authors===
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Developers also benefit from Odamex itself!===
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
3f989a81226eeb3c50b88a2b0e8ad1c371a5330d
2457
2456
2006-10-30T09:22:07Z
60.234.130.11
0
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:===
* Out-of-the-box Standard Doom keybindings and settings for client and server
* Demo support (Possible original Doom demo support, also Odamex format)
* Fully functional game modes:
** Deathmatch
** Cooperative
===New additions Odamex brings to the Doom battleground!===
* Client and Server environment with in-game joining.
* Support for up to 255 players.
* Four additional game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!)
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
===Whats in it for map authors===
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
===Developers also benefit from Odamex itself!===
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Questions ==
Got a few questions? Take a look at the [[FAQ]]
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
d4b91cc458a4175f5c4f25e581691e21d2dea3a7
2456
2395
2006-10-30T09:04:31Z
60.234.130.11
0
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For...==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!)
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''Map Authors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
'''Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
* Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation.
* Compiles with GCC aswell as Microsoft Visual C++ 6.0
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
67683d32169101deeac82a7edd0f3b4bb0c5cd67
2395
2394
2006-10-13T08:30:29Z
Russell
4
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For...==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows 95, 98, ME(?), NT(?), 2K, XP
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''Map Authors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
'''Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
0c5911aa24ffe1fdad0a9ddf0f42145e101aedd4
2394
2355
2006-10-13T08:28:36Z
Russell
4
well, it DOES work!
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For...==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows (including 95)
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''Map Authors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
'''Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
0f902c9b50d21c629778e76e8d2e9b525b3edc3a
2355
2352
2006-09-27T22:44:34Z
Russell
4
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For...==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''Map Authors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
* ODAMEX supports multiple music formats, for example:
** WAVE/RIFF
** AIFF
** VOC
** MOD XM S3M 669 IT MED and more (using included mikmod)
** MIDI (using timidity or native midi hardware)
** OggVorbis (requiring ogg/vorbis libraries on system)
** MP3 (requiring SMPEG library on system)
** Basically any music format that SDL_mixer supports!
'''Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
b5cf479788097c1e4cb53b3463342db5c5e778e7
2352
2351
2006-09-26T03:18:50Z
Manc
1
/* Features For... */ Added one to dev section
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For...==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''Map Editors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
'''Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
* Source code compiles on multiple hardware/software combinations including native 64-bit
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
576193f16b4956a06f9e35d66b1ec8d6a218f4d4
2351
2350
2006-09-26T03:16:03Z
Manc
1
/* Features For */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For...==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''Map Editors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
'''Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
cbdc91955291ce0fc59e3c5c904fdb6867d107d3
2350
2349
2006-09-26T03:14:13Z
Russell
4
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''Map Editors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
'''Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
5c4f4177a2381a241dcb506478d83d1411e8c363
2349
2243
2006-09-26T03:13:35Z
Russell
4
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features For==
'''Gamers:'''
* Client and Server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
* Auto WAD downloading from server and file checking (Now you know you have the right PWAD!)
* Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server!
* RCON (Remote Console) Support.
* Cheating and exploitation redundancy, no longer do you have to put up with cheaters!
* Additional higher-resolution video modes.
* Cross-platform launcher written using wxWidgets.
* System Independence, meaning it can run on:
** Windows
** Linux
** MacOSX
** FreeBSD
** Sun Solaris
** possibly more!
'''For Map Editors'''
* Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line).
* BOOM map format support.
'''For Developers'''
* Full, 100% source code available, based on the GNU GPLv2 license.
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
5ad18529b74277fb63740dd0fd4d1f63ba3d04bb
2243
2085
2006-07-04T05:24:36Z
Nautilus
10
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
Odamex offers:
* The ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
25198d3ca4c153839e0448f0c7941e0174cfc77d
2085
1960
2006-04-14T00:13:26Z
Manc
1
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex also runs on a wide range of operating systems and hardware, so players should be able to play on almost any platform!
== Features ==
Odamex offers:
* The ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
ec92e808ddc6c5cc06523c30327887accc82bdc2
1960
1947
2006-04-11T18:58:26Z
Nautilus
10
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex also runs on a wide range of operating systems, so players should be able to play on almost any operating system!
== Features ==
Odamex offers:
* The ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
ad8375ae585bfa99e0b0b6616e1d08120c6afcfd
1947
1946
2006-04-10T01:21:17Z
EarthQuake
5
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex also runs on a wide range of operating systems, so players should be able to play from almost any computer!
== Features ==
Odamex offers:
* The ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
4dfe02a0ba7b9a8fc5a0f90bbebd1b975c3abf39
1946
1945
2006-04-10T01:19:06Z
EarthQuake
5
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features.
== Features ==
Odamex offers:
* The ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
ec1c3b2c2c87152837aea7da081f007498e0c2a1
1945
1944
2006-04-08T00:31:47Z
Nautilus
10
/* Features */
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's aim is to retain the feel and many aspects of play on original Doom executables while offering a broader expanse of personal configuration, security features, multiplayer and gameplay options, and editing.
== Features ==
Odamex offers:
* The ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
b497dee2eeed3fe465d2f6a248c1af8f7c741588
1944
1943
2006-04-08T00:30:06Z
Nautilus
10
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's aim is to retain the feel and many aspects of play on original Doom executables while offering a broader expanse of personal configuration, security features, multiplayer and gameplay options, and editing.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
b707f4f6fc110c55f6cfc0e3f718bedf2f4e1c9a
1943
1941
2006-04-08T00:27:28Z
Nautilus
10
wikitext
text/x-wiki
Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex is designed to emulate the multiplayer experience of the original Doom executables while still providing enhanced editing, gameplay, and security features. Odamex aims to retain the feel and many aspects of the original Doom executables while offering a broader expanse of personal configuration and multiplayer options.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
2ad22543d61f0d6e2b1555b410828876be602dd6
1941
1837
2006-04-08T00:23:20Z
Nautilus
10
/* Games */
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
5b3d710a6d13019a6bf6e67125ef145ccb1519d4
1837
1832
2006-04-06T21:24:01Z
Manc
1
/* Games */ add doom wiki links
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* [http://doom.wikia.com/wiki/Doom Doom]
* [http://doom.wikia.com/wiki/Doom_II Doom II]
* [http://doom.wikia.com/wiki/Doom Ultimate Doom]
* [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT:Evilution]
* [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment]
* [http://doom.wikia.com/wiki/Doom Shareware Doom]
* [http://freedoom.sourceforge.net/ FreeDoom]
ad972b37db82dfd985d0ef573bab0dcfaca0b97b
1832
1824
2006-04-04T17:15:12Z
EarthQuake
5
/* Features */
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Resistance versus cheats and exploitation.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* Doom
* Doom II
* Ultimate Doom
* Final Doom: Evilution
* Final Doom: Plutonia
* Shareware Doom
* [http://freedoom.sourceforge.net/ FreeDoom]
be6304e03dfd0af86c729eeaf213fd58b8878124
1824
1803
2006-04-04T17:04:55Z
Voxel
2
/* Games */
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* Doom
* Doom II
* Ultimate Doom
* Final Doom: Evilution
* Final Doom: Plutonia
* Shareware Doom
* [http://freedoom.sourceforge.net/ FreeDoom]
6b8ef39cbbc1b034f10e214b29fd4a0b0ed04c02
1803
1783
2006-04-04T16:40:49Z
Manc
1
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* Doom
* Doom II
* Ultimate Doom
* Final Doom: Evilution
* Final Doom: Plutonia
* Shareware Doom
* FreeDoom
01750f48422ce1af11b1299c5c74565e804e5078
1783
1782
2006-04-04T02:41:33Z
EarthQuake
5
/* Features */
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features.
== Features ==
Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* Doom
* Doom II
* Ultimate Doom
* Final Doom: Evilution
* Final Doom: Plutonia
* Shareware Doom
* FreeDoom
60372584c9699cb5ed05dc6ad616c2282d008348
1782
1776
2006-04-04T02:40:59Z
EarthQuake
5
/* Features */
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features.
== Features ==
In addition to having full support of the original executable, Odamex offers:
* Ability to run on many different operating systems.
* Client and server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* Doom
* Doom II
* Ultimate Doom
* Final Doom: Evilution
* Final Doom: Plutonia
* Shareware Doom
* FreeDoom
dcf326016370b775eb342a2a603aa25ce011d507
1776
1748
2006-04-03T23:30:23Z
EarthQuake
5
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features.
== Features ==
In addition to having full support of the original executable, Odamex offers:
* Builds and runs on many different operating systems.
* Client and server environment with in-game joining.
* Support for up to 16 simultaneous players.
* Additional higher-resolution video modes.
* The ability to load DeHackEd patches.
* Full support for Boom editing features.
* Five distinct game modes:
** Free for All
** Head to Head
** Team Deathmatch
** Capture the Flag
** Cooperative
== Games ==
All of the following games are supported:
* Doom
* Doom II
* Ultimate Doom
* Final Doom: Evilution
* Final Doom: Plutonia
* Shareware Doom
* FreeDoom
d5abc6ffb48dfa467007b1e5b3c767cce514e772
1748
2006-04-03T16:06:43Z
Manc
1
Started article, could use a LOT (like timeline, goal, etc).
wikitext
text/x-wiki
Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features.
f78210ba8dea4bdb7792dc12758ab673a0ea85bf
Odamex061 Changelog
0
1765
3663
2012-07-05T04:40:45Z
Ralphis
3
Created page with "=Odamex 0.6.1 Changelog= ==Changes== *If a map used ACS to set aircontrol and went to the next map, the new map continued to use the aircontrol of the previous map instead of..."
wikitext
text/x-wiki
=Odamex 0.6.1 Changelog=
==Changes==
*If a map used ACS to set aircontrol and went to the next map, the new map continued to use the aircontrol of the previous map instead of what was set for sv_aircontrol. Fixed.
*You can now right-click a server in Odalaunch to get a server's IP.
*Fixed tutti-frutti on tall sky and wall textures that did not have a power-of-two height.
*Fixed an issue with spectators not being able to walk properly on steep slopes.
*Fixed an issue with the point of view not being properly reverted when a client was spectating a teammate and switched teams (and vice versa).
*Fixed broken spawn point behavior on coop Hexen-format maps.
*Fixed CTF flags not spawning when the cooperative bitflag was not set.
*Fixed an issue with non-scaled HUD patches crashing due to being size 0.
*Fixed an issue with viewpitch not being centered when going through teleport.
*Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
==Additions==
*Added the ability to view a player's health, ammo, and weapon animation when a player is being viewed with spynext.
*Added a new announcer system. The player can now control if they want their announcer to be possessive or team color-based. Gametype sounds and announcer sounds are now separate and on two different channels.
*Added a new announcer sounds courtesy of Manc.
*Added an experimental cvar co_blockmapfix (default disabled) that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
*Added the "turnspeeds" command. This allows players to adjust the speed that they turn with *left or *right.
*Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. Thanks Xyltol for the patch!
*Added sv_countabs (default on). When disabled, players that do not vote are now ignored instead of counting as "no."
*The vanilla disk loading icon now displays when the in-game cache is being updated.
*Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
*Added the ability to view a player's proper pitch with spynext.
*Added r_enemycolor and r_teamcolor to override color choice of enemies and teammates respectively. These can be enabled with r_forceenemycolor and r_forceteamcolor (default disabled).
*Added a small cosmetic feature to tint the players in team games to a darker shade of red or blue based on their normal player colors.
*Added 'spy.' This will allow a player to view a player immediately with a playerid number.
*Added 'flagnext.' This will immediately view a player that is currently holding a flag.
*Added sv_maxplayersperteam. 'Nuff said.
*Added several cosmetic improvements to ag-odalaunch, notably the server lock, spectator, and team color icons.
*When viewing another player via spynext, their sounds are now heard.
*Added several console optimizations and bringups, including the fixing of aliases that contain parameters.
*Added several ZDoom 1.23 actors, notably thing thrusters. See bug 858 for more info.
*Added several renderer optimizations courtesy Dr. Sean.
==Removed==
*Nothing
5304dad09f9e8201f9947d9e104f8207b508de66
Odamex06 Changelog
0
1762
3649
2012-05-10T19:21:23Z
Ralphis
3
wikitext
text/x-wiki
=Odamex 0.6 Changelog=
==Changes==
*The server did not send the position of barrels as they were thrusted from recieving damage. Fixed
*Other clients would shake when viewed with spynext. Fixed
*Fixed a bug that caused co_nosilentspawns 1 to make all spawns silent except west-facing spawns silent.
*Fixed aliases in mixed or uppercase not being usable.
*Fixed an issue with the server thinking it was in singleplayer mode when sv_maxplayers was 1.
*Fixed an issue involving the recording player has the flag and spynext is used when playing a netdemo.
*Fixed an issue with Hexen map teleporter linedefs being ignored if its sector tag is 0.
*Fixed an issue with the BFG ball, which should still be allowed to spray tracers even if it has a non-player target in order to maintain vanilla demo compatibility.
*Fixed a Windows Vista/7 bug that silences all audio when using snd_musicsystem 0 (no music).
*Fixed a HOM problem on visplanes when rendering with r_drawflat 1 and r_detail > 0.
*Fixed a clientside prediction problem when the player tries to jump while standing on another actor or thing-bridge.
*Fixed adjustment of thing heights with dehacked patches.
*Fixed a crash on Doom2 MAP32 that occurs online after killing all of the Keens.
*Fixed issues with binding certain keys on the keypad.
*Fixed problem where mapthings without the deathmatch flag would not spawn in CTF games.
*Fixed a server bug that sometimes caused player movement input to get lost when another player disconnects.
*Fixed a crash that happened when using the automap overlay while changing wads.
*Fixed obituaries being printed after the end of a match. This also prevents a rare server crash.
*Fixed a bug that prohibited spectators from walking through closed doors on servers with co_realactorheight enabled.
*Fixed saved-games on PPC platforms.
*Fixed an issue that caused the screen border to not be redrawn when the viewing window is smaller than full screen.
*Fixed crashes that occur when loading maps with broken BLOCKMAP lumps.
*Fixed an issue that could cause the wrong actor to be removed due to packet loss, resulting in ghost players, invisible players, and preventing a player from moving when spawning.
*Fixed an infinite loop if an ambient sound is configured to update every 0 tics.
*Fixed a bug that caused players to get stuck inside the actor they're standing on when a moving floor or ceiling collides with them.
*Greatly improve server CPU usage.
*Fixed bug that allowed players to use spynext to watch a player after they change to the opposing team.
*Removed Stop Flying from the control config menu and replace it with Toggle Flying, which calls the 'fly' command.
*Fixed a calculation error that effectively increased the minimum height a player has to fall from to grunt with co_zdoomphys enabled.
*Picking up a flag in CTF will now have the same brief yellow screen flash that picking up other items has.
*Changed co_realactorheight to be latched, meaning that changes to its value are not applied until the next map.
*Changed the server cvar sv_ticbuffer default value to 1.
*Changed the server cvar sv_unlag default value to 1.
*Updated the co_zoomphys explosion code to ZDoom 1.23.
*Changed the behavior of sv_friendlyfire 0 to not remove armor from teammates.
==Additions==
*Restored particle functions. Particle fountains, sparks, and the railgun are now in Odamex, both offline and online.
*Added Preferred Weapons Order (PWO). Servers must set sv_allowpwo 1. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
*weapnext and weapprev an be used during weapon change to allow the player to quickly skip over a weapon to get to the desired weapon.
*Add client cvar hud_scaletext which allows on screen messages to be scaled in size by a factor of 1 - 5, where 1 is the font's original size (typically 8x8) and 5 would be 5 times the font's original size (40x40).
*Added client command "changeteams" to swap player from red to blue and vice versa
*Players with a team of "None" will now default to the team with fewest non-spectating players.
*Added a progress bar for wad downloads.
*Add an additional mouse sensitivity type, ZDoom, which mimics ZDoom 1.22 scaling the x-axis by a factor of 4.
*The Mouse Options menu will now change the scaling of the sensitivity sliders depending on which mouse type is used and converts the sensitivity values to that type's sensitivity scale.
*Launcher queries and player connections are now allowed during intermission.
*Added PortMidiMusicSystem, which utilizes the cross-platform PortMidi library to output music to a midi device. Using the PortMidi music system instead of SDL_Mixer should eliminate muting issues with Windows Vista/7 (bug 443 & bug 758).
*Added cvar snd_musicsystem. 0 disables the music system. 1 is SDL_Mixer, and 2 is the new portmidi option (which is the default choice for Windows systems).
*Added high quality icons for Windows Vista/7.
*Added support for wxWidgets 2.9.
*Added support for ZDoom alpha blend.When "under water", use the ZDoom palette shift method (vs PLAYPAL). When not in water, still use PLAYPAL.
*Added a new "Odamex" HUD. This hud can be toggled with the new cvar hud_fullhudtype. 0 is classic ZDoom, 1 is Odamex (default).
*Added a client cvar cl_prednudge (default 0.30) which effectively controls the amount of smoothing that happens when the server and the client disagree regarding the client's position. A value of 1.0 snaps the client to the correct position and a value of 0.5 snaps the client to half-way between their current position and the correct position.
*Added support for the Line_Horizon linedef special.
*Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). TODO: Add additional strings like CTF and even system and ui strings. Anyone interested in providing additional translations please contact me (mike@mikelightner.org). This system will only check for language on Windows systems and will default to English on non-windows platforms. However other languages can still be selected under message options.
*Updated the ACS interpreter to ZDoom 1.23.
*Added a server-controlled intermission timer. The default is 10 seconds, but the timer can be adjusted with sv_intermissionlimit. This timer does not apply to co-op.
*Added the display of the timer to the intermission scoreboard.
*Added Voting! Clients can now use the console command "callvote" to initiate a vote on the server. The change will be made if the majority of players vote yes (vote_yes & vote_no, bound to pgup and pgdn by default). Players can vote for fraglimit, timelimit, scorelimit, map, randmap, and kick. To vote for a map with a different wad, players call the wad too (example: callvote map map23 judas23_").
*Use ZDoom's view height smoothing if co_zdoomphys is enabled.
*Added support for dDamage_LavaWimpy, dDamage_LavaHefty, and dScroll_EastLavaDamage sector special types.
*Added clientside interpolation and extrapolation of player positions. The cl_interp cvar controls how many positions should be saved for use with interpolation.
*Restore zdoom sky2 sector effect, which will use the sky texture defined in the MAPINFO lump if present (or the normal sky if absent).
*Allow netdemos to start recording without reconnecting to a server.
*Netdemos now record snapshots at the start of every map and every 20 seconds. The right and left arrow keys can be used to skip forward and backwards between snapshot points in the netdemo and the up and down arrow keys can be used to skip to the previous and next maps.
*Added cvar cl_autorecord, which automatically records a netdemo whenever a client connects to a server.
*Added cvar cl_splitnetdemos, which separate netdemos at the start of every map.
*Added client cvars cl_netdemoname and cl_screenshotname, which set the default file name for saving netdemos and screenshots respectively.
*Added the client cvar cl_movebob, which scales movement and weapon bobbing between 0.0 and 1.0 and add the server cvar sv_allowmovebob.
*Prevent clients from using blank names on servers.
*Show a particle effect when a player disconnects from the server or becomes a spectator.
*Allow players to control the volume of the CTF announcer sounds with snd_announcervolume.
*Reimplemented the scoreboard, unifying the standard and high-resolution scoreboards. The scoreboard can be scaled for easier reading with hud_scalescoreboard.
*The player carrying the flag in CTF have their names specially colored on the scoreboard.
*Added support for ZDoom in Hexen format and ZDoom in Doom format plane-align slopes.
*Added support for ZDoom custom thing-bridges with adjustable radius and height.
*Added weapon pickup prediction. The client no longer needs to wait for the server to tell it when it picks up a new weapon. This can be controlled with the client cvar cl_predictpickup.
*Upgraded to ZDoom 1.23's code for rendering transfer height sectors, which allows windows into "underwater" sectors.
*Added the client command 'ready', which highlights the player's name green on the scoreboard. This allows captains to easily see which players are ready to play when selecting teams prior to a match.
*Added experimental moving sector prediction.
*Added thrustthingz (works with lines currently).
==Removed==
*Removed code related to surround sound, since Odamex does not support surround sound.
*Removed snd_nomusic due to it being deprecated by snd_musicsystem 0.
*Removed con_scaletext as it was unrelated to the console. This was replaced by hud_scaletext.
*Removed the client cvar cl_nobob and server cvar cl_allownobob.
*Removed hud_usehighresboard since it has been replaced.
9ca5e26a86fe956acb72885577bd3488d676e013
Odamex 0.3
0
1590
3143
2008-05-24T02:22:33Z
Voxel
2
Odamex 0.3 moved to Releases
wikitext
text/x-wiki
#redirect [[Releases]]
b62034e2acb78e4503288c01be39fe59f12c870f
Our Mission
0
1549
2889
2007-04-09T03:07:17Z
Manc
1
Add article
wikitext
text/x-wiki
Odamex is a new Doom Engine source port which focuses on client/server based multiplayer action and portability, allowing the player to enjoy multiplayer Doom on their favourite operating system in an open, interactive community that helps each other and in turn helps the project.
The game Doom was released in 1993 by [http://idsoftware.com id Software]. In 1997, the source code was released and interest in the game was renewed for many fans. This source code release offered many advances in the game resulting in numerous source ports being developed by hobbyist developers. The game and community has thrived off of open source values and sharing with the community.
Our mission is to promote those ideals to the Doom multiplayer community.
8b4a3ff6bfcf4ec236a5b1f2df0257bb4933b7b6
Patch
0
1504
2699
2007-01-18T20:59:04Z
AlexMax
9
wikitext
text/x-wiki
#REDIRECT [[Patches]]
697f1d0720f747b7ea3a391eb5fcb1d82dce1642
Patches
0
1298
3324
3323
2008-08-07T00:02:12Z
Nautilus
10
/* Benefits */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* ODAMEX can be made more enjoyable to play and have its stability and robustness improved.
* If you're a new developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches such as those that fix major crashes or add a feature that betters Odamex, you will be granted [[svn]] write access.
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed.
* Patches must comply with the [[Coding_standard|coding standard]]
==Sending us a patch==
Patch submissions can be made by e-mailing one of the [[MAINTAINERS]]
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
2a49c9ad7e7e912e979f8a3bf42a7433e908d2f2
3323
3322
2008-08-07T00:01:40Z
Nautilus
10
/* Benefits */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* ODAMEX can be made more enjoyable to play and have its stability and robustness improved.
* If you're a new developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches such as those that fix major crashes or add some feature that betters Odamex, you will be granted [[svn]] write access.
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed.
* Patches must comply with the [[Coding_standard|coding standard]]
==Sending us a patch==
Patch submissions can be made by e-mailing one of the [[MAINTAINERS]]
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
cb2367dd34a1192440a2e017b1d09e69d9ab6b38
3322
3321
2008-08-06T23:59:21Z
Nautilus
10
/* Sending us a patch */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally makes the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed.
* Patches must comply with the [[Coding_standard|coding standard]]
==Sending us a patch==
Patch submissions can be made by e-mailing one of the [[MAINTAINERS]]
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
abe6f7feb3b40c0e881a58449b01ed76bd86abc8
3321
3320
2008-08-06T23:58:37Z
Nautilus
10
/* Guidelines for patches */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally makes the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed.
* Patches must comply with the [[Coding_standard|coding standard]]
==Sending us a patch==
Patch submission can be made using one of the [[MAINTAINERS]] email addresses.
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
4931bb4bc60531ce40453f5d1ceeae478828b8d1
3320
3048
2008-08-06T23:56:55Z
Nautilus
10
/* Benefits */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally makes the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed.
* Patches must comply with the [[Coding_standard|coding standard]]
==Sending us a patch==
Patch submission can be made using one of the [[MAINTAINERS]] email addresses.
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
a82c1a5117b9ec7cbbe22e136500cdd007d1ac83
3048
2469
2008-05-05T14:08:48Z
Voxel
2
/* Guidelines for patches */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed.
* Patches must comply with the [[Coding_standard|coding standard]]
==Sending us a patch==
Patch submission can be made using one of the [[MAINTAINERS]] email addresses.
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
0322d093806a0eba862eb165ae55b5b164b4e6f1
2469
2436
2006-10-31T01:30:16Z
Voxel
2
/* Guidelines for patches */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed.
* See the [[Coding_standard|coding standard]]
==Sending us a patch==
Patch submission can be made using one of the [[MAINTAINERS]] email addresses.
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
c1483d154ae8234960cef89db45d2d55829caad4
2436
2302
2006-10-27T02:07:51Z
60.234.130.11
0
/* Guidelines for patches */
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed.
* See [[Coding_standard]]
==Sending us a patch==
Patch submission can be made using one of the [[MAINTAINERS]] email addresses.
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
8ccbbf0564f1fae6f33c912a7f522b119c2b37e9
2302
2298
2006-09-21T21:26:42Z
Russell
4
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed.
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
==Sending us a patch==
Patch submission can be made using one of the [[MAINTAINERS]] email addresses.
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
16a2b4b27b89a091aeb08f6cffb51408f69e1518
2298
2008
2006-09-20T07:08:46Z
Russell
4
wikitext
text/x-wiki
==Overview==
A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code.
==Benefits==
There are some benefits for yourself and others to be gained from submitting a patch:
* Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play.
* If you're a newbie developer, it can improve your programming language skills.
* If you're an advanced developer, it can improve your knowledge of the doom source code.
* If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access)
* If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access
==Guidelines for patches==
* Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed.
* Be sure your editor/IDE's EOL mode is LF, not CRLF or CR
==Sending us a patch==
Patch submission can be made using one of the [[MAINTAINERS]] email addresses.
==Conclusion==
Patches help ODAMEX alot, bugs that the main developers cannot find could be found by you or someone else.
Remember, we appreciate patch submission, it is part of the blood that keeps ODAMEX alive
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
41fa27e35bf62fbc7d4420576629f3af8046cf8c
2008
2007
2006-04-12T02:48:36Z
83.67.16.209
0
/* External Links */
wikitext
text/x-wiki
If you want to help out with the code and have made an improvement to odamex, or have already fixed a [[bugs|bug]], please send us your patches. Let the [[MAINTAINERS]] file guide you to the appropriate email address. Odamex needs your help!
== External Links ==
* [http://en.wikipedia.org/wiki/Diff diff utility]
* [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]
39d9ba58cd5ae8d94b1cc7a39c5f1e4436764228
2007
1401
2006-04-12T02:48:25Z
83.67.16.209
0
wikitext
text/x-wiki
If you want to help out with the code and have made an improvement to odamex, or have already fixed a [[bugs|bug]], please send us your patches. Let the [[MAINTAINERS]] file guide you to the appropriate email address. Odamex needs your help!
== External Links ==
* [[http://en.wikipedia.org/wiki/Diff diff utility]]
* [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]]
8037db44a4557b81b7c34f7765d39b6b7453df16
1401
1327
2006-03-30T18:26:53Z
Voxel
2
wikitext
text/x-wiki
If you want to help out with the code and have made an improvement to odamex, or fixed a [[bugs|bug]], send us your patches! Let the [[MAINTAINERS]] file guide you to the appropriate email address.
== External Links ==
* [[http://en.wikipedia.org/wiki/Diff diff]]
* [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch]]
6ef217190ba77662024cba0a3010dbc7248bbe3d
1327
1326
2006-03-29T13:05:27Z
Voxel
2
wikitext
text/x-wiki
If you want to help out with the code and have made an improvement to odamex, or fixed a [[bug]], send us your patches! Let the MAINTAINERS file guide you to the appropriate email address.
== External Links ==
* [[http://en.wikipedia.org/wiki/Diff diff]]
* [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch]]
b6b56f59ddee83653c10071db3b9b36d045f198e
1326
2006-03-29T13:04:44Z
Voxel
2
wikitext
text/x-wiki
If you want to help out with the code and have made an improvement to odamex, or fixed a [[bug]], send us your patches!
== External Links ==
* [[http://en.wikipedia.org/wiki/Diff diff]]
* [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch]]
56f437c76bb70da89bd98764a6a4ac1d95e574d6
Pause
0
1405
3480
2383
2010-08-23T11:55:49Z
Ralphis
3
wikitext
text/x-wiki
===pause===
Pauses the game.
[[Category:Client_commands]]
2b13b7086e9fd33faa2bbec2a3fe0bf0a2757455
2383
2111
2006-10-09T17:45:42Z
AlexMax
9
wikitext
text/x-wiki
===pause===
No function.
[[Category:Client_commands]]
[[Category:Server_commands]]
c37b24ec26902e05320a265513b8438490c50bd3
2111
2006-04-14T18:30:47Z
AlexMax
9
wikitext
text/x-wiki
===pause===
No function. Could potentially allow a 'timeout' of the game in 1on1 games. Obviously number of uses per match would be limited to prevent abuse.
[[Category:Client_commands]]
[[Category:Server_commands]]
7bd9f99fe9d8e7ebd005c181119c733e4b0f9b90
PearlaBjork658
0
1816
3715
2012-07-12T13:05:18Z
173.208.103.141
0
Created page with "<h1>Reverse Phone Look-up</h1> Look for an house address by phone of a relative's shifted location [http://reverse-phonelook-up.info/ telephone number lookup] The cyberspace..."
wikitext
text/x-wiki
<h1>Reverse Phone Look-up</h1>
Look for an house address by phone of a relative's shifted location [http://reverse-phonelook-up.info/ telephone number lookup]
The cyberspace may be tricky if you try to locate important information, as when one utilizes contact number to do so. Nonetheless there is certainly websites web-based that give you a reverse number lookup, with checking out by phone number to find a number's important information. And these will need massive premium data source, which in turn must cost a modest cost upon preparing your own custom report, in order to gain access to privacy as well as valued information. And the web page stated at the bottom of this article is the best service provider, so it would be smart to take into accout.
The plethora of web pages supplying Custom mobile reports tend to be inaccurate, as with particular reverse cell phone look up web-sites offering no cost of charge services, they naturally do not possess access to good quality sources, therefore you are usually left feeling hopeless when left with a “no data found” message upon processing your own number in the 100% free search site's intended “databases”. The only answer is a site such as the 1 stated at the conclusion of this article, which provides an outstanding report, custom to tracing a phone number, supplying you with owner's name, address or current location (all with satellite imagery), service provider, not to mention history checks. [http://startreversephonelookup.com/ reverse phone number look up]
However this can be mutually beneficial, particularly when it comes to unidentified callers. Perhaps eventually you return and discover your callers list, with 2 unidentified calls. After that upon making dinner and going downstairs do to the washing and find another two missed telephone calls, and these are from one particular phone number. Recognizing the cell phone number, you can actually track down the number by doing a reverse contact number lookup at the web site noted at the end of the article, in effect to discover address by telephone number. Now if outcomes are traced, through access via a reverse lookup paid for directory or “database”, you get a specialized report about possession information, that the internet site service provider pays for in order to have access to this information. Now you can now get the telephone number possession information, such as name and address, and by simply doing this search you discover out the location is your relative's, or Mother Suzy, and you can reconnect, take note of her new address, and keep in contact with her with all of her important or helpful information saved, neatly and concisely in a single cellphone report.
Try doing a reverse telephone look up at [http://www.reversenumber-lookup.info/ free cell phone number lookup] for immediate outcomes!
5bacc58cab6ba48e4e6b49ab2b12acfa08254818
Playdemo
0
1593
3181
3154
2008-06-01T12:08:18Z
Voxel
2
wikitext
text/x-wiki
===playdemo===
After starting odamex or running odamex with +playdemo, this command plays a recorded demo
''Ex. If you wanted to play a vanilla demo, you would type '''playdemo demotitle.lmp'''. If the demo is located in a different directory other than odamex, you would type '''playdemo C:\path\to\demo\demotitle.lmp''' or in *nix '''playdemo /home/<user>/path/to/demo/demotitle.lmp'''
==See also==
* [[recordvanilla]]
[[Category:Client_commands]]
02e883b02b2b1ccaced4fa689f23863a7319944e
3154
2008-05-26T19:20:28Z
cSc
47
wikitext
text/x-wiki
===playdemo===
After starting odamex or running odamex with +playdemo, this command plays a recorded demo
''Ex. If you wanted to play a vanilla demo, you would type '''playdemo demotitle.lmp'''. If the demo is located in a different directory other than odamex, you would type '''playdemo C:\path\to\demo\demotitle.lmp''' or in *nix '''playdemo /home/<user>/path/to/demo/demotitle.lmp'''
[[Category:Client_commands]]
7bec194f1ba74ecfd3b457433131e8ba57ae1d2b
Playerinfo
0
1408
3485
2116
2010-08-23T12:10:19Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists]][[Category:Server_commands]]
fe09fa47424b4c1ee0e228170934b091919b2a8a
2116
2115
2006-04-14T18:35:45Z
AlexMax
9
wikitext
text/x-wiki
===playerinfo ''player number''===
Prints detailed information about player ''player number'' to the console.
[[Category:Client_commands]]
364d17e4f9d614c7760b148c564aa42bfd0a64ea
2115
2006-04-14T18:35:12Z
AlexMax
9
wikitext
text/x-wiki
===playerinfo ''<player number>''===
Prints detailed information about player ''<player number>'' to the console.
[[Category:Client_commands]]
d3c30a2da1b2238f8277851193557fe0066f3724
Playerlist
0
1717
3484
2010-08-23T12:10:07Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists]][[Category:Server_commands]]
fe09fa47424b4c1ee0e228170934b091919b2a8a
Players
0
1407
2114
2006-04-14T18:34:09Z
AlexMax
9
wikitext
text/x-wiki
===players===
Lists the currently playing players in the game and their player id's.
See also: [[playerinfo]]
[[Category:Client_commands]]
7375a2971f17f0d566e1af6edea8d62f7fd10510
Policy
0
1292
3644
3493
2012-05-03T20:14:31Z
HeX9109
64
Updated
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]]
* Coders: [[User:Russell|Russell]], Manc, [[User:Hyper Eye|Hyper Eye]], [[User:Dr. Sean|Dr. Sean]], [[User:AlexMax|AlexMax]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:Ralphis|Ralphis]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
db60595dd301e8efeb403002434d27366aff088d
3493
3063
2010-09-25T03:45:29Z
Manc
1
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]]
* Coders: [[User:Russell|Russell]], Manc, [[User:Hyper Eye|Hyper Eye]], [[User:Spleen|Spleen]], [[User:Ladna|Ladna]], [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
fdf9a03101019b516272167751ca07f14e72048e
3063
2602
2008-05-05T14:35:49Z
Voxel
2
/* Governance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Coders: [[User:Voxel|Voxel]], [[User:Russell|Russell]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
e973815350222cea36e6075f776583bff64010e2
2602
2473
2006-11-16T03:23:07Z
Manc
1
/* Views */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
0b8a2c55bcb38aec08f182518b77fcb6d72f56f3
2473
2409
2006-10-31T01:45:52Z
Voxel
2
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
f2b61a9518383959ef65e64de109605a9bddb744
2409
2061
2006-10-24T02:27:33Z
Deathz0r
6
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). See the [[Bug Tester's Guide]].
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
98292d38d4c3aeccb94c87d33b7176496ab60801
2061
2006
2006-04-13T15:50:30Z
Voxel
2
/* Testing */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). See the [[Bug Tester's Guide]].
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
14450d8f5f493c6efe8124fd052cb712b748f19a
2006
2005
2006-04-12T02:46:35Z
83.67.16.209
0
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel, maintained by channel operators
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
1cd2a2358255bbee1317e50bd5a01bd66f702420
2005
1949
2006-04-12T02:46:03Z
83.67.16.209
0
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* The [[OdaWiki]], maintained by contributors
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
a5add2ef9e8b456eb0862dbd596b5187e7df9842
1949
1948
2006-04-10T12:02:02Z
Voxel
2
/* Views */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
3b5f5e8feb2107d3ee310e4cb2be9bc5b8f7eedd
1948
1930
2006-04-10T12:01:37Z
Voxel
2
/* Views */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly, we are against the "big brother" mentality. Our reach and authority only applies across the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise.
81f28dd799a83a1e57103044339e9518c330ccc5
1930
1906
2006-04-08T00:09:28Z
AlexMax
9
/* Views */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly. we are against the "big brother" mentality. Our reach and authority only applies when using our provided services. The Odamex team is not interested in policing every server and accusing every suspect, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are FOR trasnparency, open discussion and understanding of issues either in the applications or in our services, and we are always willing to discuss them rationally if a problem happens to arise. We provide such services as the bug tracker, the irc bug bot, and the realtime changelog so that all may see what is really happening and how change really does occur.
a00a436a7299b471466175bf1395962d8585c7a8
1906
1720
2006-04-07T20:52:55Z
Manc
1
/* Views */ Beef it up a bit, written somewhat poorly and could use even more...
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
First and foremost, our community is strongly against [[cheating]].
Secondly. we are against the "big brother" mentality. Our reach and authority only applies when using our provided services. The Odamex team is not interested in policing every server and accusing every suspect, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player.
We are FOR open discussion and understanding of issues either in the applications or in our services, and we are always willing to discuss them rationally if a problem happens to arise. We provide such services as the bug tracker, the irc bug bot, and the realtime changelog so that all may see what is really happening and how change really does occur.
64b63245c07fa637f1e6a75bbbad6f0daebf3310
1720
1710
2006-03-31T22:18:57Z
AlexMax
9
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]]
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
21b101be0f4c1316c9dbbb63cb5cef1dd8d4e2b9
1710
1612
2006-03-31T08:59:51Z
Voxel
2
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by [[User:deathz0r|deathz0r]]
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
af380bd46955c2e8f34ae427e6c445e1fca791af
1612
1611
2006-03-30T22:40:50Z
Voxel
2
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by [[User:deathz0r|deathz0r]]
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
__NOEDITSECTION__
9e44ae9b461f9a9719ff7e51d27268eec9f72a24
1611
1461
2006-03-30T22:40:07Z
Voxel
2
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by [[User:deathz0r|deathz0r]]
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
__NOEDITSECTION__
d86a0dcb81c2da16d489ce63951cb786dee74b0d
1461
1453
2006-03-30T19:54:51Z
Voxel
2
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by [[User:deathz0r|deathz0r]]
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
5ededc53bfa766ea2c6d7b6a0bc8078755125934
1453
1451
2006-03-30T19:22:55Z
Manc
1
/* Governance */ Added a couple people
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by deathz0r
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
34787124e41e56f186c93835e40c02ffba073bfb
1451
1446
2006-03-30T19:22:00Z
Manc
1
/* Testing */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by deathz0r
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
d967532040b752492525a1915be0370dd8f6bb80
1446
1445
2006-03-30T19:11:27Z
Voxel
2
/* Development */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by deathz0r
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
1c4ab3f930452e3a11b72240185b10de40060486
1445
1442
2006-03-30T19:11:05Z
Voxel
2
/* Development */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by deathz0r
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
7b69325dd1fe3a5ab2dff60dfa9122185d0ad164
1442
1434
2006-03-30T19:06:48Z
Voxel
2
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by deathz0r
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]]
* Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
affb27d797f2cf2d1cf001ed6dd95f77e176f603
1434
1433
2006-03-30T19:00:38Z
Voxel
2
/* Development */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by deathz0r
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]]
* [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
00d9726ce1d34cbecdee4fb2f6d179a016fee91d
1433
1428
2006-03-30T18:59:59Z
Voxel
2
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* The documentation, maintained by deathz0r
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]]
* [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]]
* The odamex [[IRC]] channel
* Public game servers, maintained by their respective administrators
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
a30c731f103678d8e978d129ad907bc7f885ec5e
1428
1399
2006-03-30T18:57:11Z
Voxel
2
/* Development */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the [[MAINTAINERS]] file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]]
* [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]]
* Public game servers, maintained by their respective administrators
* The odamex [[IRC]] channel
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
4fd0fb2143d0de926fffdf7c3e364baa8028ee7b
1399
1398
2006-03-30T18:22:25Z
Voxel
2
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]]
* [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]]
* Public game servers, maintained by their respective administrators
* The odamex [[IRC]] channel
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
4810d28be4631125cf7d40ae5a156c838762b459
1398
1397
2006-03-30T18:22:00Z
Voxel
2
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]]
* [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]]
* Public game servers, maintained by their respective administrators
* The odamex IRC channel
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
d374b9b80bba826befa6191900a0002d18d7f10b
1397
1396
2006-03-30T18:20:53Z
Voxel
2
/* Maintenance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [[http://odamex.net|The odamex web site]], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* [http://odamex.net/servers|Master server], maintained by [[User:Manc|Manc]]
* [http://www.voxelsoft.com/odamex/servers.php|Secondary master], maintained by [[User:Voxel|Voxel]]
* Public game servers, maintained by their respective administrators
* The odamex IRC channel
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
8a02c04d51db3873487f02e36e563c90abad24ed
1396
1395
2006-03-30T18:20:31Z
Voxel
2
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Maintenance ==
Alongside the game development, the community administrates the following systems
* [http://odamex.net|The odamex web site], maintained by [[User:Manc|Manc]]
* [[svn|SVN]] repository, maintained by [[User:Manc|Manc]]
* [http://odamex.net/servers|Master server], maintained by [[User:Manc|Manc]]
* [http://www.voxelsoft.com/odamex/servers.php|Secondary master], maintained by [[User:Voxel|Voxel]]
* Public game servers, maintained by their respective administrators
* The odamex IRC channel
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
85b2db5024926274d0fcdab98280b37b87e452b6
1395
1388
2006-03-30T18:11:17Z
Voxel
2
/* Testing */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Testing ==
Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
b3e3ffa7751b122e704b1d748682b8adc5a2341d
1388
1381
2006-03-30T18:05:29Z
Voxel
2
/* Testing */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Testing ==
Please find and report bugs. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a [[bugs|bug]] that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
880bf93a8321163568653d53938b1e33e7611831
1381
1378
2006-03-30T17:49:14Z
Voxel
2
/* Testing */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Testing ==
Please find and report bugs. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
a40643ade179570a8f7a71bac316909dd1ce0d2f
1378
1377
2006-03-30T17:45:14Z
Voxel
2
/* Development */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Testing ==
Please find and report bugs. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a debugger. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace).
== Views ==
Our community is strongly against [[cheating]].
1f4dc80e71b1c4f23cd5037ef8fa8ee14da851e2
1377
1344
2006-03-30T16:21:00Z
Manc
1
/* Governance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: [[User:Manc|Manc]]
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Views ==
Our community is strongly against [[cheating]].
070cd7bc645a0fb4d5bf6b3054da19d9ab1acd5f
1344
1343
2006-03-29T13:43:33Z
Voxel
2
/* Governance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: Manc
* Lead coder: [[User:Voxel|Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Views ==
Our community is strongly against [[cheating]].
b03c7760a74fbc49a6e8e5be341be345f06561e2
1343
1331
2006-03-29T13:41:45Z
Voxel
2
/* Governance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: Manc
* Lead coder: [[User:Voxel]]
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Views ==
Our community is strongly against [[cheating]].
272d82fb5305882fde1e89c474de8116bdc1a4b5
1331
1330
2006-03-29T13:10:03Z
Voxel
2
/* Development */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: Manc
* Lead coder: Voxel
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access.
== Views ==
Our community is strongly against [[cheating]].
d4a837c14f8ef28b53433f3add6e860ace5b4879
1330
1329
2006-03-29T13:08:22Z
Voxel
2
/* Governance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
* Project manager: Manc
* Lead coder: Voxel
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you are listed as a maintainer and given svn access.
== Views ==
Our community is strongly against [[cheating]].
a3c45ad1314d515a562995421e5c0510d32a5bba
1329
1325
2006-03-29T13:07:48Z
Voxel
2
/* Governance */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
Project manager: Manc
Lead coder: Voxel
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you are listed as a maintainer and given svn access.
== Views ==
Our community is strongly against [[cheating]].
24fc20fb6534bd045c153ec51ea5a136e334605f
1325
1318
2006-03-29T13:00:48Z
Voxel
2
/* Development */
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
== Development ==
Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you are listed as a maintainer and given svn access.
== Views ==
Our community is strongly against [[cheating]].
79e19e0883f4f28a03ee489953206783692283ff
1318
1313
2006-03-29T12:44:40Z
Voxel
2
wikitext
text/x-wiki
We believe in rough consensus and running code.
== Governance ==
== Development ==
== Views ==
Our community is strongly against [[cheating]].
9edb767a349468b649a0cbbe9a0458a8863955a7
1313
2006-03-29T11:35:36Z
Voxel
2
wikitext
text/x-wiki
We are strongly against [[cheating]].
30f97b9264f51c2128de78d9fe1746cd2d69a003
Quit
0
1376
2046
2045
2006-04-13T14:59:03Z
Voxel
2
wikitext
text/x-wiki
===quit===
Quits Odamex without confirmation. Also see the [[rquit]] server commands.
[[Category:Client_commands]]
[[Category:Server_commands]]
7d051d4dc4609a225a2c315f7a44acae6670b21d
2045
1768
2006-04-13T14:58:18Z
Voxel
2
wikitext
text/x-wiki
===quit===
Quits Odamex without confirmation.
[[Category:Client_commands]]
[[Category:Server_commands]]
f9ebd892df4b960fa8c4950a315635f499bc14ac
1768
1757
2006-04-03T19:22:57Z
AlexMax
9
wikitext
text/x-wiki
===quit===
Quits Odamex without confirmation.
[[Category:Client_commands]]
d9d790aa7f7f1e5fe26bedc42a1154ae99661d73
1757
2006-04-03T19:16:30Z
AlexMax
9
wikitext
text/x-wiki
'''quit'''
Quits Odamex without confirmation.
[[Category:Client_commands]]
8709221916657d7cc9dc02698087d020822d14bd
RaelFarrar431
0
1787
3686
2012-07-11T08:37:46Z
188.167.53.80
0
Created page with "<h1>Sameday Payday Loans</h1> More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. I..."
wikitext
text/x-wiki
<h1>Sameday Payday Loans</h1>
More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. In such cases the individual is left with extremely couple of selections which are instant money payday loans or borrowing from buddies and family since if the situation calls for instant cash then there are only these possibilities which remain. Borrowing cash from friends and family is all appropriate once yet much more than that it becomes an awkward situation which the borrower could will need to steer clear of. So instant money payday loans automatically turn into the favourite option for such instances.
Instant cash payday loans have been a item born out of necessity as they have been especially created by financial organizations and institutions keeping in mind the requirement of instant cash. One by no means knows as soon as instant money will be crucial be it an accidental auto repair or a sudden medical bill. It may well even be your last mortgage reminder or the electricity bill reminder. Often such costs have to have instant payment. That is why the instant money payday loans are an crucial part of the life of a British citizen. [http://instantpaydayloanuk.co.uk instant payday loans]
Focusing on the instant cash payday loans, they're loans that are paid by write-up dated checks produced from the checking account of the borrower to the lender. It provides a make certain towards the lender that the borrower will repay the money as soon his or her salary is transferred to his account. The lender can cash the check on the date specified by the borrower as and when his salary is transferred. The check is made of the amount which includes the borrowed money along with a small fee which is charged by the lender for the transaction. All such transactions incorporate a specific amount of fee which depends upon the quantity of cash borrowed.
These payday loans have particular needs which the borrower must maintain in mind ahead of applying for the loans. The many vital thing is that the applicant ought to be above the age of eighteen along with a British citizen. Another requirement is that the applicant need to have a regular job and checking account in which he receives his salary. If the applicant meets all these needs then there should be no problem in getting the loan readily.
A hassle-free factor to keep in mind is that the borrower have to not have an outstanding loan of the identical type. In that case the lender won't loan the money until unless the prior loan has been paid off along with the transaction fee. Lenders are pretty strict around this factor so 1 must keep in mind to clear all loans ahead of applying for a brand new one. Otherwise instant money payday loans can certainly develop life quick for all those who have to have instant money.
Between 2 consecutive paydays for those who don't have dollars to meet expected or unexpected fiscal requirements then you are able to derive cash readily working with exact same day payday loans. These loans are specially created to help the salaried many people in their hardship days, mainly because payday loans are needless to say secured on the salaried of the borrowers. So, the applicant have to be permanent employee in any reputed company. [http://instantpaydayloanuk.co.uk/apply-now/ instant payday loans]
In addition the applicant have to be 18 years old of age using the resident of USA and monthly earning ought to be extra than $1000 per month. These loans are on the market on the web so the applicant ought to have a valid active checking account for the electrical loan transferred.
f7eeefdadbd5392a52697226b0bc22dd21458a92
Rcon
0
1419
2148
2146
2006-04-16T04:27:33Z
Ralphis
3
wikitext
text/x-wiki
===rcon===
After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command.
''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''rcon map map02''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.''
[[Category:Client_commands]]
61a55e6fd54e1984dbb7e75c0aed8ff15b7dbf1e
2146
2144
2006-04-16T04:26:46Z
Ralphis
3
wikitext
text/x-wiki
===rcon===
After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command.
''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''rcon map map02''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.''
6f1da010fd631c3f1c82832e9cda41b9f0f918b5
2144
2143
2006-04-16T04:22:10Z
Ralphis
3
wikitext
text/x-wiki
After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command.
''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''rcon map map02''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.''
951eb942ebdbc27db88ac00e6ea7acab7fb4e7d7
2143
2142
2006-04-16T04:21:46Z
Ralphis
3
wikitext
text/x-wiki
After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command.
''Italic text''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''Bold text'''rcon map map02'''Bold text''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.''Italic text''
cb6fa6eee94e1878dc92f9b4ffa1a36754a76f49
2142
2006-04-16T04:21:36Z
Ralphis
3
wikitext
text/x-wiki
After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command.
''Italic text''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''Bold text'''rcon map map02'''Bold text''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.
7d792119576361ae99f6f91fd15c11cc393e5622
Rcon logout
0
1733
3567
2011-08-12T15:46:25Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
===rcon_logout===
Using the '''rcon_logout''' command will remove rcon privileges from the client.
[[Category:Client_commands]]
ce0a7eb044782185d37bca94224ba89a298045a4
Rcon password
0
1420
3224
2647
2008-06-07T19:26:46Z
Ralphis
3
typo fixed
wikitext
text/x-wiki
{{stub}}
===rcon_password===
Use the rcon_password command to login to server privileges from a client.
''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.''
[[Category:Client_commands]]
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2647
2149
2007-01-09T20:47:26Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
===rcon_password===
Use the rcon_password command to login to server privelages from a client.
''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.''
[[Category:Client_commands]]
48206661c4dd073318093bf1366f1a1697b61e44
2149
2147
2006-04-16T04:27:41Z
Ralphis
3
wikitext
text/x-wiki
===rcon_password===
Use the rcon_password command to login to server privelages from a client.
''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.''
[[Category:Client_commands]]
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2147
2145
2006-04-16T04:26:56Z
Ralphis
3
wikitext
text/x-wiki
===rcon_password===
Use the rcon_password command to login to server privelages from a client.
''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.''
58a54e25f33cc7df80c2b78f8d18875f72725876
2145
2006-04-16T04:24:43Z
Ralphis
3
wikitext
text/x-wiki
Use the rcon_password command to login to server privelages from a client.
''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.''
e2bc2e7702affd733740d8701320efd492967a7d
Rcon password(cvar)
0
1703
3439
2010-08-06T05:02:23Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#rcon_password]][[Category:Server_variables]]
5f5d4d180a488e60471c1c496fbb6eddf5ffdf77
Reconnect
0
1426
2160
2006-04-16T04:42:36Z
Ralphis
3
wikitext
text/x-wiki
===reconnect===
This command is used for reconnecting to any server you have been disconnected from or have used the [[disconnect]] command on.
''Ex. If you wanted to reconnect to the last server you playing on (client must stay open) type '''reconnect''' in console.''
[[Category:Client_commands]]
e3ab6e916d658498731524d5652dcceabfeab163
Recordlongticks
0
1605
3204
2008-06-03T12:06:01Z
Turks
48
Recordlongticks moved to Recordlongtics: tics not ticks :)
wikitext
text/x-wiki
#redirect [[Recordlongtics]]
f49ffff5a951d4fd49bd0a4304af5effdbae380b
Recordlongtics
0
1598
3203
3182
2008-06-03T12:06:01Z
Turks
48
Recordlongticks moved to Recordlongtics
wikitext
text/x-wiki
#REDIRECT [[Recordvanilla]]
[[Category:Client_commands]]
c685051bb960197d46ecb792f70a0f89d809220e
3182
2008-06-02T14:23:01Z
Ralphis
3
Redirects to [[recordvanilla]], added to client commands category
wikitext
text/x-wiki
#REDIRECT [[Recordvanilla]]
[[Category:Client_commands]]
c685051bb960197d46ecb792f70a0f89d809220e
Recordvanilla
0
1592
3195
3193
2008-06-03T03:50:42Z
Turks
48
s/[record]longticks/[record]longtics
wikitext
text/x-wiki
==recordvanilla==
In odamex, this will record a vanilla doom demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
You can also run odamex with "+recordvanilla map demoname" on the commandline
==recordlongtics==
This is like recordvanilla, only it records demos in the longtics format.
==See also==
* [[playdemo]]
== External Links ==
[http://doom.wikia.com/wiki/Turning_resolution_is_lowered_when_recording_demos longtics information] at the [http://doom.wikia.com Doom Wiki]
[[Category:Client_commands]]
e11823f6ca52711d87588489e14073f2c17bf6d3
3193
3180
2008-06-03T01:17:33Z
Russell
4
wikitext
text/x-wiki
==recordvanilla==
In odamex, this will record a vanilla doom demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
You can also run odamex with "+recordvanilla map demoname" on the commandline
==recordlongticks==
This is like recordvanilla, only it records demos in the longticks format.
==See also==
* [[playdemo]]
== External Links ==
[http://doom.wikia.com/wiki/Turning_resolution_is_lowered_when_recording_demos longticks information] at the [http://doom.wikia.com Doom Wiki]
[[Category:Client_commands]]
5bf4dbf9c006706c2414765df8084bd71faf1b9b
3180
3179
2008-06-01T12:07:57Z
Voxel
2
wikitext
text/x-wiki
==recordvanilla==
In odamex, this will record a vanilla doom demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
You can also run odamex with "+recordvanilla map demoname" on the commandline
==recordlongticks==
This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki.
==See also==
* [[playdemo]]
[[Category:Client_commands]]
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text/x-wiki
==recordvanilla==
In odamex, this will record a vanilla doom demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
You can also run odamex with "+recordvanilla map demoname" on the commandline
==recordlongticks==
This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki.
[[Category:Client_commands]]
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wikitext
text/x-wiki
==recordvanilla==
In odamex, this will record a vanilla doom demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
You can also run odamex with +recordvanilla
==recordlongticks==
This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki.
[[Category:Client_commands]]
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==recordvanilla==
After starting odamex or running odamex with +recordvanilla, this will record a vanilla doom demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
==recordlongticks==
This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki.
[[Category:Client_commands]]
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/* recordvanilla */
wikitext
text/x-wiki
==recordvanilla==
After starting odamex or running odamex with +recordvanilla, this will record a vanilla doom demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
[[Category:Client_commands]]
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==recordvanilla==
After starting odamex or running odamex with +recordvanilla, this will record a vanilla doom lump demo.
''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle'''
[[Category:Client_commands]]
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== What is regression testing ==
Regression testing determines at which revision a [[bugs|bug]] or feature was introduced.
== How to do a regression test ==
Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A [[bugs|bug]] in a block of 1024 revisions should only take about 10 tests.
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/* Changes */
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= Odamex 0.8.X Series =
== Odamex 0.8.3 ==
=== Changes ===
Odamex 0.8.3 was released on May 10, 2020.
====Bug-Fixes ====
- Improved support for international keyboard layouts
- Corrected multiple video and resolution bugs related to scaling
- Fixed issue with demo recordings where multiple map indexes were being written
- Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad)
==== Changes ====
- Latest SDL2 and SDL2_Mixer libraries are now packaged with release
- CMake and compiler optimizations
==== Additions ====
- Added "Fullscreen Exclusive" mode as an available option in the vid_fullscreen. The other two existing modes were windowed and fullscreen borderless. Using Fullscreen Exclusive mode eliminates video lag (and a perceived mouse lag) introduced on systems running Windows 8 and Windows 10.
- Client now receives control of mouse when client is in console, menu, or alt+tabbed on Windows. This behavior mirrors Valve's Source engine games and is highly useful for users with more than one monitor.
== Odamex 0.8.2 ==
=== Changes ===
Odamex 0.8.2 was released on April 4, 2020.
====Bug-Fixes ====
- Fix for teamscores updating during warmup
- Fix color translations after changing teams
- Fixed a collision error with players of differing heights when co_realactorheight was enabled
- Fixes for vanilla demo desyncs
- Fixed some cases where client demo settings would override the server settings
- Fixed singleplayer losing inventory after map change
- Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor
- Fixed weapon offset by 1
- Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes
- Fixed crash when loading a game when an Icon of Sin cube was in-flight
- Fixed cl_netgraph rendering out-of-bounds on small resolutions
- Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282)
==== Changes ====
- Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage
- DeuTex is now used to build odamex.wad
- Removed classicdemo variable since it was never used
- Removed suicide spam and suicide during intermission
- Rewrote a loop in SV-WriteCommands(), making the server much more efficient
- Added further improvements to wad downloading by removing the constant check for MD5 hashes
- Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64
- "players" command now also includes the number of players when used
- Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla
- Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players
- Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically
- Removed "cl_rocketrails" because it was unused
- Removed "cl_unlag" and "sv_unlag". They are default behavior now
- Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate"
- Removed "cl_predictlocalplayer" cvar. It is now always enabled
==== Additions ====
- Added confirmation messages for addmap and insertmap
- Added PAR times for The Flesh Consumed
- Updated FreeDoom to version 0.12.1
- Added some feedback to the user warning them if their iwad is out of date (not version 1.9)
- Added back a few ZDoom/Hexen damage sectors
- Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit
- Added the ability to spy by name (or closest to what the user keyed in)
- Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively
== Odamex 0.8.1 ==
=== Changes ===
Odamex 0.8.1 was released on July 22, 2019.
====Bug-Fixes ====
- Fixed a crash when using maplist with no wads specified
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- Fixed a bug where palette and blending would not be updated during intermission
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab
- Fixed some vanilla demo de-syncs
- Fixed some sectors not having the floor and ceiling textures updated in online mode
- Fixed being able to drown in god mode
- Fixed co_globalsound not working as intended
- Fixed a bug where the client would hear switch activating sounds when connecting to a server
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
==== Changes ====
- The warm-up message now specifies which key needs to be pressed to "ready up"
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs
- Remove cl_updaterate since it is no longer used
- Remove update_rate from userinfo since it is no longer used
- In single-player mode the game will now pause if the console is on screen
- The client is now much better optimized for rendering transparency
- Modified some of the default binds to be more in alignment with modern shooter controls
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default
==== Additions ====
- The server will now inform the user that the maplist was cleared
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere
- Added "lobby" support to MAPINFO to allow players to create lobby maps
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- Added hud_demobar to now hide the progression bar during the playback of a demo
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- Added options for filtering specific gamemode demos in the network settings
- Added Nintendo Switch support (no official release yet)
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480
- Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
=== Changes ===
Odamex 0.6.4 was released on August 4, 2013.
==== General/Major: ====
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users
==== Bug-Fixes: ====
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.)
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms)
- Fix a bug that sent all team chat messages to spectators on the same team
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF
==== Changes: ====
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)
- Pillar boxing is used in place of horizontal stretching
- Letter boxing is used in 4:3 video modes with wide field-of-view
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.
- Change the default color of team chat messages from green to orange
==== Additions: ====
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter
- Add support for ZDoom in Doom format horizon lines (special #337)
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== Changes ===
Odamex 0.6.2 was released on December 15, 2012.
==== General/Major: ====
==== Bug-Fixes ====
==== Changes: ====
==== Additions: ====
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
041b295eaaa6905249fbbd6222bc9cf5267bac51
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2020-05-09T18:27:57Z
Ralphis
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= Odamex 0.8.X Series =
== Odamex 0.8.3 ==
=== Changes ===
Odamex 0.8.3 is a pending release.
====Bug-Fixes ====
- Improved support for international keyboard layouts
- Corrected multiple video and resolution bugs related to scaling
- Fixed issue with demo recordings where multiple map indexes were being written
- Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad)
==== Changes ====
- Latest SDL2 and SDL2_Mixer libraries are now packaged with release
- CMake and compiler optimizations
==== Additions ====
- Added "Fullscreen Exclusive" mode as an available option in the vid_fullscreen. The other two existing modes were windowed and fullscreen borderless. Using Fullscreen Exclusive mode eliminates video lag (and a perceived mouse lag) introduced on systems running Windows 8 and Windows 10.
- Client now receives control of mouse when client is in console, menu, or alt+tabbed on Windows. This behavior mirrors Valve's Source engine games and is highly useful for users with more than one monitor.
== Odamex 0.8.2 ==
=== Changes ===
Odamex 0.8.2 was released on April 4, 2020.
====Bug-Fixes ====
- Fix for teamscores updating during warmup
- Fix color translations after changing teams
- Fixed a collision error with players of differing heights when co_realactorheight was enabled
- Fixes for vanilla demo desyncs
- Fixed some cases where client demo settings would override the server settings
- Fixed singleplayer losing inventory after map change
- Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor
- Fixed weapon offset by 1
- Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes
- Fixed crash when loading a game when an Icon of Sin cube was in-flight
- Fixed cl_netgraph rendering out-of-bounds on small resolutions
- Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282)
==== Changes ====
- Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage
- DeuTex is now used to build odamex.wad
- Removed classicdemo variable since it was never used
- Removed suicide spam and suicide during intermission
- Rewrote a loop in SV-WriteCommands(), making the server much more efficient
- Added further improvements to wad downloading by removing the constant check for MD5 hashes
- Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64
- "players" command now also includes the number of players when used
- Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla
- Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players
- Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically
- Removed "cl_rocketrails" because it was unused
- Removed "cl_unlag" and "sv_unlag". They are default behavior now
- Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate"
- Removed "cl_predictlocalplayer" cvar. It is now always enabled
==== Additions ====
- Added confirmation messages for addmap and insertmap
- Added PAR times for The Flesh Consumed
- Updated FreeDoom to version 0.12.1
- Added some feedback to the user warning them if their iwad is out of date (not version 1.9)
- Added back a few ZDoom/Hexen damage sectors
- Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit
- Added the ability to spy by name (or closest to what the user keyed in)
- Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively
== Odamex 0.8.1 ==
=== Changes ===
Odamex 0.8.1 was released on July 22, 2019.
====Bug-Fixes ====
- Fixed a crash when using maplist with no wads specified
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- Fixed a bug where palette and blending would not be updated during intermission
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab
- Fixed some vanilla demo de-syncs
- Fixed some sectors not having the floor and ceiling textures updated in online mode
- Fixed being able to drown in god mode
- Fixed co_globalsound not working as intended
- Fixed a bug where the client would hear switch activating sounds when connecting to a server
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
==== Changes ====
- The warm-up message now specifies which key needs to be pressed to "ready up"
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs
- Remove cl_updaterate since it is no longer used
- Remove update_rate from userinfo since it is no longer used
- In single-player mode the game will now pause if the console is on screen
- The client is now much better optimized for rendering transparency
- Modified some of the default binds to be more in alignment with modern shooter controls
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default
==== Additions ====
- The server will now inform the user that the maplist was cleared
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere
- Added "lobby" support to MAPINFO to allow players to create lobby maps
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- Added hud_demobar to now hide the progression bar during the playback of a demo
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- Added options for filtering specific gamemode demos in the network settings
- Added Nintendo Switch support (no official release yet)
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480
- Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
=== Changes ===
Odamex 0.6.4 was released on August 4, 2013.
==== General/Major: ====
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users
==== Bug-Fixes: ====
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.)
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms)
- Fix a bug that sent all team chat messages to spectators on the same team
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF
==== Changes: ====
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)
- Pillar boxing is used in place of horizontal stretching
- Letter boxing is used in 4:3 video modes with wide field-of-view
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.
- Change the default color of team chat messages from green to orange
==== Additions: ====
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter
- Add support for ZDoom in Doom format horizon lines (special #337)
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== Changes ===
Odamex 0.6.2 was released on December 15, 2012.
==== General/Major: ====
==== Bug-Fixes ====
==== Changes: ====
==== Additions: ====
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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= Odamex 0.8.X Series =
== Odamex 0.8.2 ==
=== Changes ===
Odamex 0.8.2 was released on April 4, 2020.
====Bug-Fixes ====
- Fix for teamscores updating during warmup
- Fix color translations after changing teams
- Fixed a collision error with players of differing heights when co_realactorheight was enabled
- Fixes for vanilla demo desyncs
- Fixed some cases where client demo settings would override the server settings
- Fixed singleplayer losing inventory after map change
- Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor
- Fixed weapon offset by 1
- Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes
- Fixed crash when loading a game when an Icon of Sin cube was in-flight
- Fixed cl_netgraph rendering out-of-bounds on small resolutions
- Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282)
==== Changes ====
- Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage
- DeuTex is now used to build odamex.wad
- Removed classicdemo variable since it was never used
- Removed suicide spam and suicide during intermission
- Rewrote a loop in SV-WriteCommands(), making the server much more efficient
- Added further improvements to wad downloading by removing the constant check for MD5 hashes
- Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64
- "players" command now also includes the number of players when used
- Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla
- Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players
- Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically
- Removed "cl_rocketrails" because it was unused
- Removed "cl_unlag" and "sv_unlag". They are default behavior now
- Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate"
- Removed "cl_predictlocalplayer" cvar. It is now always enabled
==== Additions ====
- Added confirmation messages for addmap and insertmap
- Added PAR times for The Flesh Consumed
- Updated FreeDoom to version 0.12.1
- Added some feedback to the user warning them if their iwad is out of date (not version 1.9)
- Added back a few ZDoom/Hexen damage sectors
- Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit
- Added the ability to spy by name (or closest to what the user keyed in)
- Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively
== Odamex 0.8.1 ==
=== Changes ===
Odamex 0.8.1 was released on July 22, 2019.
====Bug-Fixes ====
- Fixed a crash when using maplist with no wads specified
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- Fixed a bug where palette and blending would not be updated during intermission
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab
- Fixed some vanilla demo de-syncs
- Fixed some sectors not having the floor and ceiling textures updated in online mode
- Fixed being able to drown in god mode
- Fixed co_globalsound not working as intended
- Fixed a bug where the client would hear switch activating sounds when connecting to a server
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
==== Changes ====
- The warm-up message now specifies which key needs to be pressed to "ready up"
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs
- Remove cl_updaterate since it is no longer used
- Remove update_rate from userinfo since it is no longer used
- In single-player mode the game will now pause if the console is on screen
- The client is now much better optimized for rendering transparency
- Modified some of the default binds to be more in alignment with modern shooter controls
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default
==== Additions ====
- The server will now inform the user that the maplist was cleared
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere
- Added "lobby" support to MAPINFO to allow players to create lobby maps
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- Added hud_demobar to now hide the progression bar during the playback of a demo
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- Added options for filtering specific gamemode demos in the network settings
- Added Nintendo Switch support (no official release yet)
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480
- Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
=== Changes ===
Odamex 0.6.4 was released on August 4, 2013.
==== General/Major: ====
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users
==== Bug-Fixes: ====
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.)
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms)
- Fix a bug that sent all team chat messages to spectators on the same team
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF
==== Changes: ====
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)
- Pillar boxing is used in place of horizontal stretching
- Letter boxing is used in 4:3 video modes with wide field-of-view
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.
- Change the default color of team chat messages from green to orange
==== Additions: ====
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter
- Add support for ZDoom in Doom format horizon lines (special #337)
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== Changes ===
Odamex 0.6.2 was released on December 15, 2012.
==== General/Major: ====
==== Bug-Fixes ====
==== Changes: ====
==== Additions: ====
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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2019-07-26T19:16:27Z
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/* Changes */
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= Odamex 0.8.X Series =
== Odamex 0.8.1 ==
=== Changes ===
Odamex 0.8.1 was released on July 22, 2019.
====Bug-Fixes ====
- Fixed a crash when using maplist with no wads specified
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- Fixed a bug where palette and blending would not be updated during intermission
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab
- Fixed some vanilla demo de-syncs
- Fixed some sectors not having the floor and ceiling textures updated in online mode
- Fixed being able to drown in god mode
- Fixed co_globalsound not working as intended
- Fixed a bug where the client would hear switch activating sounds when connecting to a server
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
==== Changes ====
- The warm-up message now specifies which key needs to be pressed to "ready up"
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs
- Remove cl_updaterate since it is no longer used
- Remove update_rate from userinfo since it is no longer used
- In single-player mode the game will now pause if the console is on screen
- The client is now much better optimized for rendering transparency
- Modified some of the default binds to be more in alignment with modern shooter controls
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default
==== Additions ====
- The server will now inform the user that the maplist was cleared
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere
- Added "lobby" support to MAPINFO to allow players to create lobby maps
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- Added hud_demobar to now hide the progression bar during the playback of a demo
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- Added options for filtering specific gamemode demos in the network settings
- Added Nintendo Switch support (no official release yet)
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480
- Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
=== Changes ===
Odamex 0.6.4 was released on August 4, 2013.
==== General/Major: ====
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users
==== Bug-Fixes: ====
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.)
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms)
- Fix a bug that sent all team chat messages to spectators on the same team
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF
==== Changes: ====
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)
- Pillar boxing is used in place of horizontal stretching
- Letter boxing is used in 4:3 video modes with wide field-of-view
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.
- Change the default color of team chat messages from green to orange
==== Additions: ====
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter
- Add support for ZDoom in Doom format horizon lines (special #337)
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== Changes ===
Odamex 0.6.2 was released on December 15, 2012.
==== General/Major: ====
==== Bug-Fixes ====
==== Changes: ====
==== Additions: ====
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
7996d1b9189a4af2a41f9447237b24589f156df0
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/* Changes */ TODO actually compile the changelog since it was lost to time
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.1 ==
=== Changes ===
Odamex 0.8.1 was released on July 22, 2019.
====Bug-Fixes ====
- Fixed a crash when using maplist with no wads specified
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- Fixed a bug where palette and blending would not be updated during intermission
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab
- Fixed some vanilla demo de-syncs
- Fixed some sectors not having the floor and ceiling textures updated in online mode
- Fixed being able to drown in god mode
- Fixed co_globalsound not working as intended
- Fixed a bug where the client would hear switch activating sounds when connecting to a server
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
==== Changes ====
- The warm-up message now specifies which key needs to be pressed to "ready up"
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs
- Remove cl_updaterate since it is no longer used
- Remove update_rate from userinfo since it is no longer used
- In single-player mode the game will now pause if the console is on screen
- The client is now much better optimized for rendering transparency
- Modified some of the default binds to be more in alignment with modern shooter controls
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default
==== Additions ====
- The server will now inform the user that the maplist was cleared
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere
- Added "lobby" support to MAPINFO to allow players to create lobby maps
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- Added hud_demobar to now hide the progression bar during the playback of a demo
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- Added options for filtering specific gamemode demos in the network settings
- Added Nintendo Switch support (no official release yet)
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480
- Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
=== Changes ===
Odamex 0.6.4 was released on August 4, 2013.
==== General/Major: ====
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users
==== Bug-Fixes: ====
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.)
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms)
- Fix a bug that sent all team chat messages to spectators on the same team
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF
==== Changes: ====
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)
- Pillar boxing is used in place of horizontal stretching
- Letter boxing is used in 4:3 video modes with wide field-of-view
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.
- Change the default color of team chat messages from green to orange
==== Additions: ====
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter
- Add support for ZDoom in Doom format horizon lines (special #337)
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== Changes ===
Odamex 0.6.3 was released on December 15, 2012.
==== General/Major: ====
==== Bug-Fixes ====
==== Changes: ====
==== Additions: ====
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
1ebe84a39daf3d2cac3dfdf14c18cf04eed81648
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2019-07-26T19:01:48Z
Hekksy
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/* Odamex 0.6.4 (r4064) */ Finally added the changelog
wikitext
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= Odamex 0.8.X Series =
== Odamex 0.8.1 ==
=== Changes ===
Odamex 0.8.1 was released on July 22, 2019.
====Bug-Fixes ====
- Fixed a crash when using maplist with no wads specified
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- Fixed a bug where palette and blending would not be updated during intermission
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab
- Fixed some vanilla demo de-syncs
- Fixed some sectors not having the floor and ceiling textures updated in online mode
- Fixed being able to drown in god mode
- Fixed co_globalsound not working as intended
- Fixed a bug where the client would hear switch activating sounds when connecting to a server
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
==== Changes ====
- The warm-up message now specifies which key needs to be pressed to "ready up"
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs
- Remove cl_updaterate since it is no longer used
- Remove update_rate from userinfo since it is no longer used
- In single-player mode the game will now pause if the console is on screen
- The client is now much better optimized for rendering transparency
- Modified some of the default binds to be more in alignment with modern shooter controls
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default
==== Additions ====
- The server will now inform the user that the maplist was cleared
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere
- Added "lobby" support to MAPINFO to allow players to create lobby maps
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- Added hud_demobar to now hide the progression bar during the playback of a demo
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- Added options for filtering specific gamemode demos in the network settings
- Added Nintendo Switch support (no official release yet)
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480
- Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
=== Changes ===
Odamex 0.6.4 was released on August 4, 2013.
==== General/Major: ====
- Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users
==== Bug-Fixes: ====
- Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook
- Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.)
- Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits
- Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0
- Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms)
- Fix a bug that sent all team chat messages to spectators on the same team
- Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19
- Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF
==== Changes: ====
- Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below)
- Pillar boxing is used in place of horizontal stretching
- Letter boxing is used in 4:3 video modes with wide field-of-view
- Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces.
- Change the default color of team chat messages from green to orange
==== Additions: ====
- Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35
- Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view
- Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter
- Add support for ZDoom in Doom format horizon lines (special #337)
- Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
899778b2cc20afe3716435960e93e4e47174b1b9
3925
3924
2019-07-24T19:11:12Z
Hekksy
139
/* Odamex 0.8.1 */ Official changelog
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.1 ==
=== Changes ===
Odamex 0.8.1 was released on July 22, 2019.
====Bug-Fixes ====
- Fixed a crash when using maplist with no wads specified
- Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- Fixed a bug where palette and blending would not be updated during intermission
- Fixed active moving sectors getting stuck when switching from in-game to spectator mode
- Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab
- Fixed some vanilla demo de-syncs
- Fixed some sectors not having the floor and ceiling textures updated in online mode
- Fixed being able to drown in god mode
- Fixed co_globalsound not working as intended
- Fixed a bug where the client would hear switch activating sounds when connecting to a server
- Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below)
- Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
==== Changes ====
- The warm-up message now specifies which key needs to be pressed to "ready up"
- Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs
- Remove cl_updaterate since it is no longer used
- Remove update_rate from userinfo since it is no longer used
- In single-player mode the game will now pause if the console is on screen
- The client is now much better optimized for rendering transparency
- Modified some of the default binds to be more in alignment with modern shooter controls
- Bobbing is now disabled in spectator mode and flying and mouselook are on by default
==== Additions ====
- The server will now inform the user that the maplist was cleared
- Updated compatible versions of FreeDoom to include 0.10 to 0.11.2
- Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere
- Added "lobby" support to MAPINFO to allow players to create lobby maps
- Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- Added hud_demobar to now hide the progression bar during the playback of a demo
- Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- Added options for filtering specific gamemode demos in the network settings
- Added Nintendo Switch support (no official release yet)
- Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480
- Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from
happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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rough draft of changes, will finish later
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= Odamex 0.8.X Series =
== Odamex 0.8.1 ==
===Changes ===
Odamex 0.8.1 was released on July 22, 2019.
- the server will now inform the user that the maplist was cleared
- fixed a crash when using maplist with no wads specified
- updated compatible versions of freedoom to include 0.10 to 0.11.2
- fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo
- the warmup message now specifies which key needs to be pressed to "ready up"
- fixed a bug where palette and blending would not be updated during intermission
- added sv_respawnsuper, which can enable and disable super powerups like megasphere and invulnerability sphere
- removed obsolete code that would only update sectors every 3rd tic that could result in desyncs
- remove cl_updaterate since it is no longer used
- remove update_rate from userinfo since it is no longer used
- fixed active moving sectors getting stuck when switching from in-game to spectator mode
- fixed the alt key getting stuck on Windows when moving in and out of the odamex window with tab
- fixed some vanilla demo desyncs
- fixed some sectors not having the floor and ceiling textures updated in online mode
- fixed being able to drown in god mode
- fixed co_globalsound not working as intended
- in single-player mode the game will now pause if the console is on screen
- added "lobby" support to MAPINFO to allow players to create lobby maps
- added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source.
- fixed a bug where the client would hear switch activating sounds when connecting to a server
- the client is now much better optimized for rendering transparency
- fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillarboxes
- changed some of the default binds to be more in alignment with modern shooter controls
- bobbing is now disabled in spectator mode and flying and mouselook are on by default
- added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death.
- added hud_demobar to now hide the progression bar during the playback of a demo
- added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF
- added options for filtering specific gamemode demos in the network settings
- added Nintendo Switch support
- fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode
- added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillarboxing in lower resolutions like 640x480
- added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the cvar will be removed and it will be turned on permenantly
- fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
a440bf5975a2b3f2f2e3f67ceb829aafad6bbc36
3921
3912
2019-06-17T16:09:04Z
Hekksy
139
/* Odamex 0.6.4 (rxxxx) */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (r4064) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
0ea37f0a18962cbb28cd054c11927cec878d87a8
3912
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2019-01-25T06:26:13Z
Manc
1
/* Additions: */
wikitext
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= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
9f203235a74112a1787266ffd5c5b04dab75c39f
3911
3910
2019-01-25T06:25:31Z
Manc
1
/* General/Major: */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
9e0df07c13980d2c0da0aef1c4fdfde089e38d92
3910
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2019-01-25T06:24:37Z
Manc
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/* General/Major: */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
* SDL2 Support
* Video Abstraction
* Moved from SVN to GitHub
* Automatic crash dump generated on Windows for client and server
* AppVeyor build support
* Replace deprecated Mac API
* Numerous optimizations and bug fixes
* Many crashes are now fixed
* Optimizations to iwad identification
* Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
2f09a88c5b26907658662fb9b6f97a650f04addb
3909
3908
2019-01-25T06:21:49Z
Manc
1
/* Changes */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
==== Bug-Fixes ====
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
==== Changes: ====
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
==== Additions: ====
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
9e0df07c13980d2c0da0aef1c4fdfde089e38d92
3908
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2019-01-25T06:21:12Z
Manc
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/* Changes */
wikitext
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= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
==== General/Major: ====
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
2563d45f81c49ede909fcd924b2149f6a94b43df
3907
3906
2019-01-25T06:20:19Z
Manc
1
/* Changes */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 25, 2018.
General/Major:
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
740d715bca8b34efc86d11eaa7761b55080ac282
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2019-01-25T06:17:07Z
Manc
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/* Changes */
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= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 22, 2018.
General/Major:
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
142771ed40e39c514afe5812be284357bf5e14ab
3905
3904
2019-01-25T06:16:31Z
Manc
1
/* Odamex 0.8.X Series */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
=== Changes ===
Odamex 0.8.0 was released on January 22, 2018.
General/Major:
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
e1cc757ffe5aebca03d53bef60309fcf3ec06260
3904
3903
2019-01-25T06:15:31Z
Manc
1
/* Odamex 0.7.0 */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
Odamex 0.8.0 was released on January 22, 2018.
General/Major:
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
6b72c2c3452f1c7d3c21f5e248dbbec60eb885d2
3903
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2019-01-25T06:14:54Z
Manc
1
/* Changes */
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
Odamex 0.8.0 was released on January 22, 2018.
General/Major:
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== Changes ===
''View full changelog above for more a more in-depth look.''
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
324bf13baa4fa0f5170de9a7564c5564eb6af50e
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2019-01-25T06:14:36Z
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/* Changes */
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= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
Odamex 0.8.0 was released on January 22, 2018.
General/Major:
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== [[Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
5e75a6bb39c2777cf0db6ac71fa3a2c7c69a0634
3895
3797
2019-01-22T13:08:41Z
Ralphis
3
Added 0.8. Will give it another pass and maybe cleanup after release
wikitext
text/x-wiki
= Odamex 0.8.X Series =
== Odamex 0.8.0 ==
Odamex 0.8.0 was released on January 22, 2018.
General/Major:
- SDL2 Support
- Video Abstraction
- Moved from SVN to GitHub
- Automatic crash dump generated on Windows for client and server
- AppVeyor build support
- Replace deprecated Mac API
- Numerous optimizations and bug fixes
- Many crashes are now fixed
- Optimizations to iwad identification
- Optimizations to wad downloading
Bug-Fixes
- Fix screenshots
- Draw the crosshair last, prevents it from being covered up by weapons
- Fix weapon bob issues
- Tweaked automap drawing and text printing
- Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom
- Fix "bumpgamma" cmd in 32bpp color mode
- Odalaunch optimization
- Fixed a bug regarding 2-key SR50. (Thanks to RjY!)
- co_globalsound makes player pickup sounds global for all players
- Fixed bouncing as flying spectator
- Fix mouse movement issues with shorttics
- Numerous vanilla demo recording fixes and improvements
- Fixed issue with player colors. Improvements to forced player colors
- Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes
- Spy mode now displays keys people have on COOP mode
Changes:
- r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon
- co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys
- Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound
- Merge co_fixzerotags into co_zdoomphys
- Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it
- Remove r_detail as it is replaced by vid_320x200 and vid_640x400
- Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom
- Remove the (unused) client CVAR vid_defbits
- Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated
- Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability
- Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability
- Remove unused cvar sv_maxlives
- New color options for text messages in the display menu.
- Reimplement server CVAR sv_emptyfreeze (disabled by default)
- Remove mouse_driver CVAR. Raw mouse input is always used in SDL2
- Removed classic Doom CTF status bar
- Various improvements on game consoles
- snd_samplerate is now default 44100, but can be changed as low as 22050.
Additions:
- Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering
- New console code. Color translate the CONCHARS font red when loading so that color translation can be performed
- Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command
- Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored)
- Send CTF score updates to downloading clients
- Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg
- New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2
- Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players
- Add cl_serverdownload to client. Enables/disables wad downloading from server
- Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!)
- Add incoming/outgoing network traffic in cl_netgraph
- Respect nojump/freelook MAPINFO commands.
- Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up
- Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you.
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
00560ab199d4ee00a5f34f8f0b7521569a521bb4
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2014-03-28T00:52:21Z
Manc
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/* Changes */
wikitext
text/x-wiki
= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.7.0 was released on March 27, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
5da9f200b7aa2a03e05e40af630979a073886f17
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2014-03-28T00:51:43Z
Manc
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/* Changes */
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= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.7.0 was released on March 24, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
-Updated Announcer
-Added cl_autoscreenshot: takes a screenshot at every intermission
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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= Odamex 0.7.X Series =
== Odamex 0.7.0 ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.7.0 was released on March 24, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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= Odamex 0.7.X Series =
== Odamex 0.7.0 (r4703) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.7.0 was released on March 24, 2014.
-Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected.
-r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team.
-Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35.
-Fix a bug that prevented the user from binding controls to mouse buttons from the options menu.
-Fix a crash that would occur if the operating system could not resolve the local host's IP address.
-Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row.
-Fix being able to find registry keys for IWADs on 64-bit versions of Windows.
-Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor.
-Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu.
-Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0.
-Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator.
-The pause key can now be used to pause a netdemo.
-Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets.
-Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping.
-Fix crash that could occur when loading WAD files while a LMP demo is playing.
-Improved the speed of querying servers in OdaLauncher.
-Add kill/death ratio to server information in OdaLauncher.
-Add server search functionality in OdaLauncher.
-Add support for up to 65535 vertices in a map.
-Add support for up more than 65536 segs, subsectors and nodes in a map.
-Add support for the XNOD uncompressed ZDBSP extended node format.
-Fix a bug that causes the server to mis-identify DOOM1.WAD.
-Improve the identification of FreeDoom WAD files.
-Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it.
-Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion.
-Make cheat codes case-insensitive.
-Fix a crash displaying the FreeDoom CREDIT patch.
-Fix toggling of latched cvars with the "toggle" client command.
-sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0).
-sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0).
-Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1).
-Remove snd_timeout cvar (unused).
-Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle.
-Only one CTF announcer sound will play at a time per team.
-Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist.
-Fix the handling of raw lump files.
-Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled).
-Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command.
-Screenshots are now in PNG format.
-Fix a crash that could occur if the map changes while there are sectors moving.
-Added 32-bit color rendering mode, set with the cvar vid_32bpp.
-Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default).
-Rendering engine rewritten for greatly increased visual accuracy.
-Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump.
= Odamex 0.6.X Series =
== Odamex 0.6.4 (rxxxx) ==
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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/* Odamex 0.6.X Series */ Added 0.6.3 temp version and created a stub for 0.6.2
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= Odamex 0.6.X Series =
== Odamex 0.6.3 (r3801) ==
=== [[Odamex063_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.3 was released on April 25th, 2013.
+ Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible).
+ Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05).
+ Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances.
+ Added: Various inventory-based ACS functions from ZDoom 1.23.
+ Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom.
* Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon.
* Fixed a visual issue that made animated sprites appear to jiggle.
* Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling.
* Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33.
* Fixed a rare bug where the flag can be misplaced outside the map when dropped.
* Faster searching for WAD resources.
* Added: The player can now keep their weapons in co-op if the next map is part of the same wad.
* Fixed: The orientation of rotated textures on slopes.
* Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams.
* Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled.
+ Added: messagemode2 (team chat) is now bound to the Y key by default.
* Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to.
* Fixed: Client desyncs would occur if a player was flying as a spectator and join the game.
* Fixed: A spectator could fly in any vanilla-physics server.
* 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction.
* Fixed a crash that occasionally could occur when a player is downloading from the server.
+ Added: The automap now follows the player who is being spied on.
* Fixed a texture offset issue found in WADs made with buggy nodebuilders.
+ Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default).
* Vanilla gamma now extends to level 8.0 with intermediate values possible.
+ Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex.
* Fixed: r_detail broke with the implementation of widescreen.
* Prevent the console from hiding when the built-in demo loop plays.
* Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's.
* Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed.
* Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear.
* Fixed: The PortMidi volume curve now has the same response as SDL_Mixer.
+ Added support for ZDoom sector special 115 - InstaKill
* Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off.
* Fixed: Some long sound effects would cause the client to crash.
+ Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0.
* sv_unblockplayers now prevents telefragging as well.
+ Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number.
+ Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars.
+ Added: A countdown proceding a map restart.
+ Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7.
* Updated Compatibility Options menu with newer compatibility flags.
* Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory.
+ Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay.
+ All gameplay cvars are now latched and need a map restart to activate.
== Odamex 0.6.2 (r3529) ==
=== [[Odamex062_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.2 was released on December 15th, 2012.
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
6bca0b33a625af4d9cf796f1dbdc5ee44ff1f16f
3664
3662
2012-07-05T04:54:05Z
Ralphis
3
/* Odamex 0.6.X Series */
wikitext
text/x-wiki
= Odamex 0.6.X Series =
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
* Addition of server lock, spectator, and team color icons in ag-odalaunch.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
35649feb5d35cd911afb8cb5742b35c8b28857da
3662
3652
2012-07-05T04:36:57Z
Ralphis
3
/* Odamex 0.6.X Series */
wikitext
text/x-wiki
= Odamex 0.6.X Series =
== Odamex 0.6.1 (r3309) ==
=== [[Odamex061_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.1 was released on July 4th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Console optimizations. Includes a fix for aliases that contain parameters.
* New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to.
* Added several ZDoom 1.23 actors, notably thing thrusters.
* The vanilla disk loading icon now displays when the in-game cache is being updated.
Odamex Client Changes:
* Renderer improvements.
* Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom.
* A variety of spectator fixes and enhancements.
* New voice announcer system.
* Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables.
* Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables.
* Addition of '''turnspeeds''' command.
* Associating .odd files with the Odamex client will now load Odamex and automatically play the demo.
* Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client.
Odamex Server Changes:
* Added '''sv_maxplayersperteam'''.
Odamex Launcher Changes:
* You can now right-click a server in Odalaunch to get a server's IP.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code]
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
e1c3a0da39f8991bef4d9b09cc94614f0b79664e
3652
3651
2012-05-12T05:11:13Z
Ralphis
3
Added 0.6 rev number and download links
wikitext
text/x-wiki
= Odamex 0.6.X Series =
== Odamex 0.6.0 (r3177) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 was released on May 12th, 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code]
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
79a6cfffcce37c8ed393a3878204e3d633f342a1
3651
3650
2012-05-10T19:30:05Z
Ralphis
3
/* [[Odamex06_Changelog|Changes]] */
wikitext
text/x-wiki
= Odamex 0.6.X Series =
== Odamex 0.6.0 (r31XX) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 is scheduled to be released in May 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* Coming Soon
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
a2ef1282785448ecc1ef7c3d24c010a0f62f794a
3650
3578
2012-05-10T19:27:55Z
Ralphis
3
Most notable 0.6 changes
wikitext
text/x-wiki
= Odamex 0.6.X Series =
== Odamex 0.6.0 (r31XX) ==
=== [[Odamex06_Changelog|Changes]] ===
''View full changelog above for more a more in-depth look.''
Odamex 0.6.0 is scheduled to be released in May 2012.
General Odamex Changes:
* General bug fixes and code optimizations.
* Addition of GPL Compatible slopes.
* Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes.
* Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground.
* Brand new [[voting]] system. Includes built-in GUI.
* Further improved ZDoom Physics accuracy when using [[co_zdoomphys]].
* Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks.
* Restored particle fountains, sparks, and the railgun.
* Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings).
* Updated the ACS interpreter to ZDoom 1.23.
* Launcher queries and player connections are now allowed during intermission.
Odamex Client Changes:
* Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably.
* Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI.
* Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables.
* Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar.
* Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu.
* New mouse options and default settings. New ZDoom mouse type.
* Numerous new network options, which can be accessed through the Network Options menu.
* Progress bar for wads currently being downloaded.
* Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable.
* Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0.
* Ability to scale the volume of game alert sounds in Capture the Flag games.
Odamex Server Changes:
* Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]].
* Server can now control the total time of an intermission.
* Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off.
* Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not.
* Prevent clients from using blank names on servers.
Odamex Launcher Changes:
* Added high resolution icons.
* Added support for wxWidgets 2.9.
* Visual improvements.
=== Downloads ===
* Coming Soon
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
5ece096aff362995a1e2d4531b91d0b946629c88
3578
3576
2011-11-05T16:28:49Z
Ralphis
3
/* Changes */
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
* Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
b84e8c7a7503e0aa7799491ea834736393378695
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2011-11-05T04:10:48Z
Ralphis
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Add 0.5.6
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.6 (r2582) ==
=== Changes ===
Odamex 0.5.6 was released on November 5th, 2011.
General Odamex Changes:
* Fixed a bug that disconnected players immediately from a busy server.
* Fixed a bug that caused jerky movement when players went over a tall ledge.
Odamex Client Changes:
* Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started.
* Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again.
* Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels.
* Prevent autoaim from aiming at teams in CTF or Team DM games.
* Changed spectator chat to use the new team chat indicator sound.
* Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second.
Odamex Server Changes:
* Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter.
* Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location.
Odamex Launcher Changes:
* Fixed an issue where certain servers would not show in the launcher application.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code]
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[help]] console command for both server and client.
* Added [[rcon_logout]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times.
* Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values.
* [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
7b16c15c6794f48fd6d5b2fa0c511c2aee4ab592
3575
3574
2011-10-29T21:41:33Z
Ralphis
3
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[[help]]] console command for both server and client.
* Added [[[rcon_logout]]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[[r_painintensity]]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[[hud_crosshairhealth]]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[[co_fixweaponimpacts]]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[[sv_forcerespawn]]] and [[[sv_forcerespawntimer]]] for server controlled respawn times.
* Addition of [[[sv_allowredscreen]]]. When enabled, clients can modify their pain screens from default values.
* [[[sv_maxrate]]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[[sv_waddownloadcap]]] can be used to throttle downloads to a specified rate. Defaults to [[[sv_maxrate]]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* Mac OSX Binaries - Soon
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar [[snd_nomusic]].
* New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere.
* Changed [[r_detail]] cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* [[co_zdoomphys]] now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]].
* Begin removal of -config parameter support in favor of +exec.
* Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
* [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default.
* Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
* Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]].
* Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
* Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
* [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
* Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* [[Co_zdoomphys]] will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]].
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
5df598412d8435a625f11377c06509d53ee8b7ed
3574
3529
2011-10-29T21:37:53Z
Ralphis
3
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.5 (r2549) ==
=== Changes ===
Odamex 0.5.5 was released on October 29th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Improved Zdoom compatibility.
* A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing.
* Dramatically improved in-game wad downloading speeds.
* New [[[help]]] console command for both server and client.
* Added [[[rcon_logout]]] command for clients.
* Fixed an issue that caused servers with a timelimit making client netdemos incredibly large.
Odamex Client Changes:
* Fixed a critical crash caused by sounds being played during in-game wad downloading
* Addition of a Network Options menu
* Many sound improvements, including better channel management
* Alternate chat sound for team & spectator chat
* Addition of [[[r_painintensity]]]. This variable allows clients to modify their red pain screen where servers allow it.
* Addition of [[[hud_crosshairhealth]]]. This variable colors the crosshair relative to the player's overall health value.
* Screenshots taken at arbitrary resolutions are no longer skewed.
* Clients now have a 128 character limit on chat strings.
Odamex Server Changes:
* Addition of [[[co_fixweaponimpacts]]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces.
* Addition of [[[sv_forcerespawn]]] and [[[sv_forcerespawntimer]]] for server controlled respawn times.
* Addition of [[[sv_allowredscreen]]]. When enabled, clients can modify their pain screens from default values.
* [[[sv_maxrate]]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''.
* New cvar [[[sv_waddownloadcap]]] can be used to throttle downloads to a specified rate. Defaults to [[[sv_maxrate]]] value.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5]
* Mac OSX Binaries - Soon
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code]
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New cl_nobob and sv_allownobob variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar (snd_nomusic).
* New cvar r_skypalette allows vanilla behavior with invulnerability sphere.
* Changed r_detail cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* co_zdoomphys now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve (co_zdoomsoundcurve).
* Begin removal of -config parameter support in favor of +exec.
* Changed ctf_flagtimeout to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for co_zdoomphys since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
90b9d42c7c07416e363382c08db1c72db3998171
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wikitext
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= Odamex 0.5.X Series =
== Odamex 0.5.4 (r2430) ==
=== Changes ===
Odamex 0.5.4 was released on August 9th, 2011.
General Odamex Changes:
* General bug fixes and code optimizations.
* Experimental Net Demos.
* Experimental Unlagged.
* Improved Zdoom compatibility.
* Fix death cam bug from 0.5.3.
* New cl_nobob and sv_allownobob variables to allow weapon bob toggle.
* Apply Eternity's "west-facing spawns are silent" vanilla bug.
Odamex Client Changes:
* Mouse4/Mouse5 back button support.
* Fix CTF ghost flags.
* Fix CTF sound origin.
* Scoreboard improvements.
* Ability to turn off music system through sound menu/cvar (snd_nomusic).
* New cvar r_skypalette allows vanilla behavior with invulnerability sphere.
* Changed r_detail cvar default to 0.
Odamex Server Changes:
* Fixed a crash that occured on some clients when downloading wads due to oversided packets.
* co_zdoomphys now also enables two way wallrunning.
* Optional use of the ZDoom Sound Curve (co_zdoomsoundcurve).
* Begin removal of -config parameter support in favor of +exec.
* Changed ctf_flagtimeout to seconds instead of tics, with a default of 10.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4]
* Mac OSX Binaries - Soon
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code]
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for co_zdoomphys since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
25fe7d7af8d00510f0044a9c2cba6c5480a3068a
3503
3502
2011-06-24T20:20:47Z
Manc
1
/* Odamex 0.5.X Series */
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
* Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
* Restored dead player's view following the actor who killed them.
=== Bug Fixes ===
* Sometimes players would make a death scream when switching to spectate. Fixed.
* Some video modes were duplicated under video mode options. Fixed.
* Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled.
* Fixed trash information spamming the console when launching odamex from odalaunch under linux.
* Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for co_zdoomphys since it was particularly noticeable and annoying for CTF.
* Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
* Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
* Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
* Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
* Display names should only target living players. Fixed.
* -fork would crash. Fixed.
=== Notables ===
''None''
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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= Odamex 0.5.X Series =
== Odamex 0.5.3 (r2284) ==
Odamex 0.5.3 was released on June 24th, 2011.
=== Features ===
=== Bug Fixes ===
=== Notables ===
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code]
== Odamex 0.5.2 (r2241) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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= Odamex 0.5.X Series =
== Odamex 0.5.2 (r2237) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code]
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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= Odamex 0.5.X Series =
== Odamex 0.5.2 (r2237) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* Screenshots broke in 0.5.1 due to the directx transition. Fixed.
* Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
* Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== Downloads ===
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* Coming Soon!
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
9f097aa34931a7a7e868508889fc9f35fa92ab80
3499
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2011-06-15T03:44:08Z
HeX9109
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wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.2 (r2237) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* screenshots broke in 0.5.1 due to the directx transition. Fixed.
* ag-odalaunch could not handle paths that had spaces in them on xbox. Fixed.
* items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== Downloads ===
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* Coming Soon!
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
a4847b32405b3a943d64fdcc8456fd3820987ea0
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= Odamex 0.5.X Series =
== Odamex 0.5.2 (r2237) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* screenshots broke in 0.5.1 due to the directx transition. Fixed.
* ag-odalaunch could not handle paths that had spaces in them on xbox. Fixed.
* items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
=== downloads ===
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* Coming Soon!
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
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= Odamex 0.5.X Series =
== Odamex 0.5.2 (r2237) ==
Odamex 0.5.2 was released on June 14th, 2011.
=== Features ===
* Much of the code is now shared between client and server. It is much more manageable and less desync prone
* Platforms are now much better optimized
* co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
* The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
*co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
*Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
*Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
*Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
*Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
=== Bug Fixes ===
* screenshots broke in 0.5.1 due to the directx transition. Fixed.
* ag-odalaunch could not handle paths that had spaces in them on xbox. Fixed.
* items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
* Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
* Several vanilla demo desyncs are fixed.
* Weapon changing desyncs are fixed.
* Sometimes you would see the flag while you carried it. Fixed.
* 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
* Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
* Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
* The CTF HUD display broke in 0.5.1. Fixed.
* Projectile sounds (Player and Monster) would play multiple times online. Fixed.
* Fixed the wrong light levels on some orthogonal linedefs.
* The marine death animation played too fast online. Fixed.
* Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
=== Notables ===
* Xbox chat macros have been modifed. See README.Xbox.
*Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics.
*Gravity defaults to 800 on ZDoom maps, same as ZDoom default.
* Co_zdoomphys will always be 0 when playing back vanilla demos.
== downloads ===
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* Coming Soon!
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
31927806caf6ea8dee5fd95d21d313d23bb3bc3a
3495
3494
2010-12-11T23:02:05Z
Ralphis
3
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* Coming Soon!
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
741b6ffb66bb142c0ef82128837c6934b8cf6668
3494
3491
2010-12-11T23:00:54Z
Ralphis
3
/* Odamex 0.5.0 (r####) */
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.1 (r2038) ==
Odamex 0.5.1 was released on December 10th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
* More centralizing of the game state code into the common base
* Non-infinite height actors (z-height) now function.
* Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
* Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
* Support for resolutions up to 2048x1536.
* Improved prediction when moving up/down stairs and similar sectors.
* Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
* Fixed bug where downloading clients were considered in-game.
* Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
* Chat macro support
* Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
* Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
* The launcher loads Odamex properly when it uses a long path name
* odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag
* Various other bug fixes
=== Downloads ===
* Coming Soon!
== Odamex 0.5.0 (r1793) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
be01b38f0dca6cac713917aafff452fcb37419eb
3491
3489
2010-08-25T00:33:24Z
Ralphis
3
/* Changes */
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.0 (r####) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* Dozens of bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
f167371bec25a6ece3c7de1dbda59f31dde0e8d5
3489
3488
2010-08-25T00:12:55Z
Ralphis
3
/* Changes */ logfile is a cmd, not a cvar
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.0 (r####) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
57f873e4ac299026fff006d0067f58e22451acab
3488
3487
2010-08-24T06:16:41Z
Ralphis
3
Fix some cvar names
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.0 (r####) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] cvar reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[sv_shufflemaplist]] cvar is implemented.
* [[sv_doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[sv_emptyreset]]" CVAR works correctly again
* New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
90e623cf3b6dad55d033b693afa0bd9b9e84c7d9
3487
3486
2010-08-24T06:10:48Z
Ralphis
3
/* Changes */
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.0 (r####) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] cvar reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[Category:Server_variables|server variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
* [[doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
8a447c304f5193d24b5c2e9d0ff76dae75a134e7
3486
3373
2010-08-24T06:09:50Z
Ralphis
3
0.5 prep
wikitext
text/x-wiki
= Odamex 0.5.X Series =
== Odamex 0.5.0 (r####) ==
Odamex 0.5.0 should be officially released on August 24th, 2010.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved netcode for large games and coop.
* Improved weapon/item desync issues.
* Improved Odamex protocol.
* [[logfile]] cvar reimplemented and improved. Servers now log at start up by default.
* Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads.
* Boom editing features are now fully supported.
* Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found.
* Removal of gold team support. Odamex will eventually move towards dynamic team settings.
Odamex Client Changes:
* New reorganized, scrollable menus.
* Fix saving/loading for single player games.
* Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled.
* Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar.
* ALT+F4 now brings up the quit screen on windows platforms.
Odamex Server Changes:
* Most server cvars are now preceded by a sv_* prefix. For more information, visit [[server variables|Category:Server_variables]].
* A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients.
* Changed cvar [[co_level8soundfeature]] to be under server control.
Odamex Launcher Changes:
* Improved GUI.
* New graphical ping indicators.
* New server detail window which shows server version, revision, and settings.
=== Downloads ===
* Coming Soon!
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
* [[doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
edd87ad012981d3589d518b8e5aed82d2e3f7868
3373
3372
2009-12-28T15:40:14Z
Ralphis
3
/* Downloads */ Mac OSX link 0.4.4
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
* [[doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
4ca04b51da63925a493a342563b12bda924ee6b7
3372
3371
2009-12-27T02:08:13Z
Ralphis
3
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* Mac OSX Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
* [[doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
dc057d2e1f608eb802a567e6cdec8975d4f9a305
3371
3370
2009-12-27T02:07:48Z
Ralphis
3
Added 0.4.4 release
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.4 (r1352) ==
Odamex 0.4.4 was officially released on December 25th, 2009.
=== Changes ===
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4]
* Mac OSX Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* General bug fixes and code optimizations
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
* [[doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
74fccd95ed360981faa65a57e832b64d27547c4b
3370
3363
2009-12-27T01:12:55Z
Ralphis
3
Rewrote 0.4.3 release
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.3 (r1228) ==
Odamex 0.4.3 was officially released on March 7th, 2009.
=== Changes ===
General Odamex Changes:
* Improved client/server sector desyncs
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Windowed clients can now be scaled to the next supported resolution by just dragging the window.
* Video mode testing has been restored in the options menu.
* Player color selection now allows for a wider range of colors to be selected from the menu.
* A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior.
* A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate.
Odamex Server Changes:
* [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn.
* Players no longer retain keys picked up in the previous map in coop.
* +map and -warp command line parameters now work on server boot and will override the first map in a maplist.
Odamex Launcher Changes:
* Team Deathmatch servers reporting incorrectly has been corrected.
* Directory browsing has been made more user friendly.
=== Downloads ===
* [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=hivelocity Mac OSX Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=softlayer Windows Binaries]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=iweb Windows Installer]
* [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=softlayer Source Code]
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
* [[doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
34616ac00562e3578c53dcb17b6266a2e2dabc57
3363
3358
2008-10-10T03:56:22Z
Nes
13
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
* [[doubleammo]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
865d6ac2ca3ee9183c6ed3fdab1a07dcf24af7b2
3358
3357
2008-10-09T16:08:49Z
Ralphis
3
/* Downloads */ woops
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
8d18c54347f0938f5f2937341e5e0c23b76289c9
3357
3262
2008-10-09T16:07:18Z
Ralphis
3
0.4.2 added
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.2 (r1169) ==
Odamex 0.4.2 was officially released on October 8th, 2008.
=== Changes ===
General Odamex Changes:
* Manual flag return CTF behavior corrected
* Added separate CTF sound channels to prevent CTF sound cancelling
* General bug fixes and code optimizations
* Wall humping can now be heard again
* Silent BFG behavior corrected
Odamex Client Changes:
* Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project
* Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2)
* Players who join a server during a game are properly displayed as spectators
Odamex Server Changes:
* [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars.
* [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes.
* [[shufflemaplist]] cvar is implemented.
=== Downloads ===
* [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code]
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
6785e465ad75de2dbf6f1806ee29534c6c2b4751
3262
3259
2008-08-03T16:38:00Z
Ralphis
3
0.4.1 date corrected and downloads added
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 3rd, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code]
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
37e6c73542a0842f1eed74673cfd5a0f0cff0783
3259
3258
2008-08-03T14:52:47Z
Ralphis
3
Added command link for Connect notifications
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 1st, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications ([[cl_connectalert]])
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* Coming Shortly
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
2bb6ad59c84b55aa5dfb883b31d1f4b3c5fc2b33
3258
3257
2008-08-02T02:59:52Z
Ralphis
3
alphabetized Russ's addition
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 1st, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Passworded server support
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* Coming Shortly
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
72048f3d999849a1814d3c5e3ca532a9f2041c25
3257
3255
2008-08-01T11:02:17Z
Russell
4
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 1st, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Wad Downloading Fixed
* Passworded server support
Odamex Client Changes:
* Client joined/left notifications
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* Coming Shortly
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
a302ec5b58e02f6b9eacb78d159c20fbc1c72688
3255
3254
2008-08-01T10:38:12Z
Ralphis
3
/* Changes */
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 1st, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications
* More mouse code improvements
* "[[serverinfo]]" console command now outputs current server CVARs neatly
Odamex Server Changes:
* Autoaim freelook bug fixed
* "[[Emptyreset]]" CVAR works correctly again
* New "[[flooddelay]]" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* Coming Shortly
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
0803a8cd2e73c3fe8421d5242e91b32d231ef9ec
3254
3225
2008-08-01T10:23:06Z
Ralphis
3
0.4.1 added
wikitext
text/x-wiki
= Odamex 0.4.X Series =
== Odamex 0.4.1 (r1037) ==
Odamex 0.4.1 was officially released on August 1st, 2008.
=== Changes ===
General Odamex Changes:
* Freelook issues resolved
* General bug fixes and code optimizations
* Improved weapon desyncs
* Moving platforms move smoother now
* Wad Downloading Fixed
Odamex Client Changes:
* Client joined/left notifications
* More mouse code improvements
* "serverinfo" console command now outputs current server CVARs
Odamex Server Changes:
* Autoaim freelook bug fixed
* "Emptyreset" CVAR works correctly again
* New "flooddelay" CVAR limits incoming client text by a specified time
* Servers now sync CVAR states with clients
Odamex Launcher Changes:
* Launcher now pulls servers from every specified master address
* Minor improvements and fixes
=== Downloads ===
* Coming Shortly
== Odamex 0.4.0 (r916) ==
Odamex 0.4.0 was officially released on June 6th, 2008.
=== Changes ===
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
=== Downloads ===
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
974a40ed16447e1e920fdff44c20f35268aec770
3225
3223
2008-06-10T16:32:47Z
Nes
13
Link maplist to Map List page
wikitext
text/x-wiki
= Odamex 0.4.0 (r916) =
Odamex 0.4.0 was officially released on June 6th, 2008.
== Changes ==
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New [[Map_List|maplist]] options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
05e6ed4c0a359116779633b06787f5c169e37b7f
3223
3222
2008-06-07T19:17:07Z
Ralphis
3
Added downloads for all versions
wikitext
text/x-wiki
= Odamex 0.4.0 (r916) =
Odamex 0.4.0 was officially released on June 6th, 2008.
== Changes ==
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New maplist options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0]
* Mac OS X Binaries (Currently Unavailable)
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code]
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code]
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a]
* [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code]
8312f72fddc438da3c846c3b2a7d3c4577f11e9e
3222
3208
2008-06-06T22:26:03Z
Ralphis
3
/* Odamex 0.4 (r916) */
wikitext
text/x-wiki
= Odamex 0.4 (r916) =
Odamex 0.4 was officially released on June 6th, 2008.
== Changes ==
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New maplist options for server
* [[Ban_and_exception_lists|Server banlist support]]
* [[Ban_and_exception_lists|Server whitelist support]]
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
== Downloads ==
Soon
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
22cdf7002dae685f56c56cd61f6d2fc3970cc118
3208
3191
2008-06-06T15:59:18Z
Ralphis
3
/* Odamex 0.4 */ rev/date updated
wikitext
text/x-wiki
= Odamex 0.4 (r916) =
Odamex 0.4 was officially released on June 6th, 2008.
== Changes ==
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New maplist options for server
* Server banlist support
* Server whitelist support
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
== Downloads ==
Soon
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
7a69dc0a43b9ab2590a498393dfe900c57cfc5c7
3191
3166
2008-06-02T19:21:41Z
Ralphis
3
/* Odamex 0.4 (r895) */
wikitext
text/x-wiki
= Odamex 0.4 (r895) =
Odamex 0.4 was officially released on June 2nd, 2008.
== Changes ==
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Updated odamex.wad resources, new CTF sprites
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New maplist options for server
* Server banlist support
* Server whitelist support
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
== Downloads ==
Soon
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
d2675f6b94fd01859a433c7f847b52d65263ec19
3166
3165
2008-05-29T00:09:47Z
Ralphis
3
/* Changes */
wikitext
text/x-wiki
= Odamex 0.4 (r848) =
Odamex 0.4 was officially released on May 28th, 2008.
== Changes ==
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* Spectator Support
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New maplist options for server
* Server banlist support
* Server whitelist support
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
== Downloads ==
Soon
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
3fd0d2ebbdf2bd33ef981f8ecab4dc1d3122fdc0
3165
3151
2008-05-28T23:56:06Z
Ralphis
3
Added Odamex 0.4. Locking temporarily
wikitext
text/x-wiki
= Odamex 0.4 (r848) =
Odamex 0.4 was officially released on May 28th, 2008.
== Changes ==
Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user.
General Odamex Changes:
* New upstream release
* General bug fixes and code optimizations
* Improved stability
* Improved client/server network prediction
* Cooperative gameplay improvements
* True doom2.exe physics further replicated
Odamex Client Changes:
* Mouse code improvements
* Multiplayer target HUD
* New audio code from Chocolate-Doom
* Spectator Support
* Vastly improved doom2.exe demo playback
Odamex Server Changes:
* New maplist options for server
* Server banlist support
Odamex Launcher Changes:
* Ability to specify Odamex directory
* Multi-threaded server querying
* Launcher remembers window size after closing
== Downloads ==
Soon
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
4c0639ceee0ca55c5819b0c3b51a4c9d6dff116b
3151
3147
2008-05-26T04:51:28Z
Ralphis
3
Release dates added
wikitext
text/x-wiki
= Odamex 0.3 (r476) =
Odamex 0.3 was officially released on November 4th, 2007.
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
Odamex 0.2a was officially released on February 20th, 2007.
= Odamex 0.1a (r33) =
Odamex 0.1a was officially released on January 19th, 2007.
07ce8d3bd9721d5ad436e23e45289a55afb74b05
3147
3146
2008-05-24T02:27:29Z
Voxel
2
/* Changes since 0.2a */
wikitext
text/x-wiki
= Odamex 0.3 (r476) =
Odamex 0.3 is the first version to remove the alpha status.
== Changes ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
= Odamex 0.1a (r33) =
56833f1b11f24ce19f7890272f887cf1a5fcbbb4
3146
3144
2008-05-24T02:26:25Z
Voxel
2
/* Changes since 0.2a (r149) */
wikitext
text/x-wiki
= Odamex 0.3 (r476) =
Odamex 0.3 is the first version to remove the alpha status.
== Changes since 0.2a ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
= Odamex 0.1a (r33) =
5a26192724cbfa1a6ff05b542480c27edc8cca92
3144
3142
2008-05-24T02:25:51Z
Voxel
2
wikitext
text/x-wiki
= Odamex 0.3 (r476) =
Odamex 0.3 is the first version to remove the alpha status.
== Changes since 0.2a (r149) ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
= Odamex 0.2a (r149) =
= Odamex 0.1a (r33) =
149be2f88addd87d29b3dafb36928a021caa8eef
3142
2988
2008-05-24T02:22:33Z
Voxel
2
Odamex 0.3 moved to Releases
wikitext
text/x-wiki
Odamex 0.3 is the first version to remove the alpha status.
== Changes since 0.2a ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
b2d32369541201bb704e9c08e4d9121646578fce
2988
2987
2008-01-14T06:29:21Z
Russell
4
doh
wikitext
text/x-wiki
Odamex 0.3 is the first version to remove the alpha status.
== Changes since 0.2a ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
b2d32369541201bb704e9c08e4d9121646578fce
2987
2959
2008-01-14T06:28:59Z
Russell
4
wikitext
text/x-wiki
Odamex 0.3 is the first version to remove the alpha status. It is
== Changes since 0.2a ==
A myriad of changes have been added since the previous version, such as:
* Removal of non-free resources
* Cvar and code additions, removals and cleanups
* Single player mode readded
* More bug fixes
* Demo compatibility fixes
* Launcher improvements
A comprehensive list of changes can be found in the CHANGELOG file
shipped with Odamex.
== Downloads ==
* [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3]
* [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries]
* [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code]
acc035ff1da946e79c57f70309c556265b31e797
2959
2007-11-04T04:31:42Z
Manc
1
Initial page creation
wikitext
text/x-wiki
First version to dump alpha/beta prefix. Slew of new features and bugfixes. We will list more items on here soon and in the future for each release.
0b8f61628af07d7fc02608dbf7b751cbb4358e21
Required Libraries
0
1478
3890
3889
2019-01-17T15:28:35Z
Ch0wW
138
/* Windows */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL2 ==
SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler.
*• If you are using Visual Studio, get the one labeled "VC".
*• If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice:
*• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel
*• Debian: apt-get install libsdl2-dev
*• Fedora: yum install SDL2-devel
*• openSUSE: zypper in SDL2-devel
*• Ubuntu: aptitude install libsdl2-dev
Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here].
== SDL2_mixer ==
SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
*• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt>
*• Debian: <tt>apt-get install libsdl2-mixer-dev</tt>
*• Fedora: <tt>yum install SDL2_mixer-devel</tt>
*• openSUSE: <tt>zypper in SDL2_mixer-devel</tt>
*• Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt>
Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
51314aed54d44fa65a30589ccbb373767e25268c
3889
3888
2019-01-17T15:28:16Z
Ch0wW
138
/* Linux */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL2 ==
SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC".
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice:
*• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel
*• Debian: apt-get install libsdl2-dev
*• Fedora: yum install SDL2-devel
*• openSUSE: zypper in SDL2-devel
*• Ubuntu: aptitude install libsdl2-dev
Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here].
== SDL2_mixer ==
SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
*• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt>
*• Debian: <tt>apt-get install libsdl2-mixer-dev</tt>
*• Fedora: <tt>yum install SDL2_mixer-devel</tt>
*• openSUSE: <tt>zypper in SDL2_mixer-devel</tt>
*• Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt>
Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
3ce4e06b51a57e0c93e66f7775de44ccbc4bceef
3888
3887
2019-01-17T15:28:01Z
Ch0wW
138
/* Linux */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL2 ==
SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC".
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel
* Debian: apt-get install libsdl2-dev
* Fedora: yum install SDL2-devel
* openSUSE: zypper in SDL2-devel
* Ubuntu: aptitude install libsdl2-dev
Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here].
== SDL2_mixer ==
SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
*• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt>
*• Debian: <tt>apt-get install libsdl2-mixer-dev</tt>
*• Fedora: <tt>yum install SDL2_mixer-devel</tt>
*• openSUSE: <tt>zypper in SDL2_mixer-devel</tt>
*• Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt>
Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
70d91d2fdf69ae0a0fac958d0650526d91f05bfe
3887
3886
2019-01-17T15:27:41Z
Ch0wW
138
/* SDL_mixer */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL2 ==
SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC".
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel
* Debian: apt-get install libsdl2-dev
* Fedora: yum install SDL2-devel
* openSUSE: zypper in SDL2-devel
* Ubuntu: aptitude install libsdl2-dev
Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here].
== SDL2_mixer ==
SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt>
* Debian: <tt>apt-get install libsdl2-mixer-dev</tt>
* Fedora: <tt>yum install SDL2_mixer-devel</tt>
* openSUSE: <tt>zypper in SDL2_mixer-devel</tt>
* Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt>
Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
e9390859dafe54ba51c9d2cddb38c72f18c41940
3886
3790
2019-01-17T15:25:01Z
Ch0wW
138
/* SDL */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL2 ==
SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC".
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel
* Debian: apt-get install libsdl2-dev
* Fedora: yum install SDL2-devel
* openSUSE: zypper in SDL2-devel
* Ubuntu: aptitude install libsdl2-dev
Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here].
== SDL_mixer ==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/release-1.2.html this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt>
* Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt>
* Fedora: <tt>yum install SDL_mixer-devel</tt>
* openSUSE: <tt>zypper in SDL_mixer-devel</tt>
* Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt>
Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
b60ec6cfa1e8abefea45b77d24ead585bf12bad3
3790
3724
2014-02-17T03:23:42Z
Manc
1
/* Windows */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL ==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC".
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel
* Debian: apt-get install libsdl-dev
* Fedora: yum install SDL-devel
* openSUSE: zypper in SDL-devel
* Ubuntu: aptitude install libsdl-dev
Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here].
== SDL_mixer ==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/release-1.2.html this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt>
* Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt>
* Fedora: <tt>yum install SDL_mixer-devel</tt>
* openSUSE: <tt>zypper in SDL_mixer-devel</tt>
* Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt>
Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
808547cb13c20fef85d32792cd685b5ec6a0d06d
3724
3568
2012-07-14T16:48:46Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL ==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC".
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel
* Debian: apt-get install libsdl-dev
* Fedora: yum install SDL-devel
* openSUSE: zypper in SDL-devel
* Ubuntu: aptitude install libsdl-dev
Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here].
== SDL_mixer ==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt>
* Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt>
* Fedora: <tt>yum install SDL_mixer-devel</tt>
* openSUSE: <tt>zypper in SDL_mixer-devel</tt>
* Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt>
Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
bdd103737518f3d370b930aea46db128f9077cc6
3568
3525
2011-08-14T00:05:54Z
AlexMax
9
/* Windows */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL ==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010.
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel
* Debian: apt-get install libsdl-dev
* Fedora: yum install SDL-devel
* openSUSE: zypper in SDL-devel
* Ubuntu: aptitude install libsdl-dev
Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here].
== SDL_mixer ==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt>
* Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt>
* Fedora: <tt>yum install SDL_mixer-devel</tt>
* openSUSE: <tt>zypper in SDL_mixer-devel</tt>
* Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt>
Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory.
## Run the same command you ran in step 3.
## You're done!
8cc4e4a2c6dbbef0d62487ea8172b379361dd967
3525
3524
2011-07-11T23:30:20Z
AlexMax
9
/* Linux */
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL ==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010.
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel
* Debian: apt-get install libsdl-dev
* Fedora: yum install SDL-devel
* openSUSE: zypper in SDL-devel
* Ubuntu: aptitude install libsdl-dev
Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here].
== SDL_mixer ==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt>
* Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt>
* Fedora: <tt>yum install SDL_mixer-devel</tt>
* openSUSE: <tt>zypper in SDL_mixer-devel</tt>
* Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt>
Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## You're done!
63ec608670ae124b2c6d08f5f54d9480f2088b3c
3524
3511
2011-07-11T23:29:08Z
AlexMax
9
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL ==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010.
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel
* Debian: apt-get install libsdl-dev
* Fedora: yum install SDL-devel
* openSUSE: zypper in SDL-devel
* Ubuntu: aptitude install libsdl-dev
Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here].
== SDL_mixer ==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL_mixer-devel
* Debian: apt-get install libsdl-mixer1.2-dev
* Fedora: yum install SDL_mixer-devel
* openSUSE: zypper in SDL_mixer-devel
* Ubuntu: aptitude install libsdl-mixer1.2-dev
Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher.
=== Windows ===
wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch.
# Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here].
# Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files).
# Follow these instructions if you are using MinGW.
## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path.
## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## You're done!
# Follow these instructions if you are using Visual C++.
## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu.
## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory.
## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt>
## You're done!
fd5aca5d1f9cdd1c263fb464044e67ca8451e641
3511
3383
2011-07-09T23:48:40Z
AlexMax
9
wikitext
text/x-wiki
The Odamex client and launcher require extra libraries which are not usually included with your operating system.
== SDL ==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client.
=== Windows ===
SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler.
* If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010.
* If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel
* Debian: apt-get install libsdl-dev
* Fedora: yum install SDL-devel
* openSUSE: zypper in SDL-devel
* Ubuntu: aptitude install libsdl-dev
Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here].
== SDL_mixer ==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client.
=== Windows ===
SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages.
You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW.
=== Linux ===
There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice:
* CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL_mixer-devel
* Debian: apt-get install libsdl-mixer1.2-dev
* Fedora: yum install SDL_mixer-devel
* openSUSE: zypper in SDL_mixer-devel
* Ubuntu: aptitude install libsdl-mixer1.2-dev
Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here].
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.10
*[http://www.wxwidgets.org/downloads/ wxWidgets]
0f42f25dc1c03d99c4e81f8eded109de968dffa3
3383
3382
2010-01-16T19:02:34Z
Ralphis
3
sdl versions
wikitext
text/x-wiki
Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box.
===SDL===
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.14
*[http://www.libsdl.org/download-1.2.php SDL]
===SDL_mixer===
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.10
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
===wxWidgets===
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.10
*[http://www.wxwidgets.org/downloads/ wxWidgets]
6bc99720e81a13e4d9cbff6c76c6d86fd387a231
3382
3325
2010-01-16T19:01:27Z
Ralphis
3
/* wxWidgets */ 2.8.10
wikitext
text/x-wiki
Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box.
===SDL===
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.13
*[http://www.libsdl.org/download-1.2.php SDL]
===SDL_mixer===
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
===wxWidgets===
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.10
*[http://www.wxwidgets.org/downloads/ wxWidgets]
04b774a612f8e7205041cafb6f7c39e8920f8990
3325
2805
2008-08-07T01:38:53Z
Nautilus
10
/* SDL */
wikitext
text/x-wiki
Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box.
===SDL===
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.13
*[http://www.libsdl.org/download-1.2.php SDL]
===SDL_mixer===
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
===wxWidgets===
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
6a7fbb6c76bd59a12afeb40c92f8cb7b6f152f35
2805
2797
2007-01-25T17:23:26Z
AlexMax
9
wikitext
text/x-wiki
Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box.
===SDL===
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
===SDL_mixer===
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
===wxWidgets===
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
667df7c5ca8255396c76927f23a9442e36dedd73
2797
2796
2007-01-25T02:17:12Z
AlexMax
9
/* wxWidgets */
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Please note that you probably want to download both the standalone runtime libraies and development libraries. Please note that the Odamex server does not rely on any external libraries at this time.
==SDL==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
==A special note if your operating system has repositories==
Before downloading the libraries, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or ports. If such packages are avalable, setting up your build environment will be substantially easier.
596e806d006e458600c3bd6ddba2f631100c535c
2796
2795
2007-01-25T02:16:46Z
AlexMax
9
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Please note that you probably want to download both the standalone runtime libraies and development libraries. Please note that the Odamex server does not rely on any external libraries at this time.
==SDL==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile OdaLauncher. The latest version of wxWidgets is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
==A special note if your operating system has repositories==
Before downloading the libraries, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or ports. If such packages are avalable, setting up your build environment will be substantially easier.
208c66828aadd815b379cae0bbe558472a9869d1
2795
2794
2007-01-25T02:10:10Z
AlexMax
9
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Please note that you probably want to download both the standalone runtime libraies and development libraries.
==SDL==
SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
wxWidgets is a library used to display graphical user interfaces. It is required in order to compile OdaLauncher. The latest version of wxWidgets is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
==A special note if your operating system has repositories==
Before downloading the libraries, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or ports. If such packages are avalable, setting up your build environment will be substantially easier.
405402baecb670c688491f555656f34de279d1b3
2794
2735
2007-01-25T02:06:08Z
AlexMax
9
/* wxWidgets */
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
=wxWidgets==
wxWidgets is a toolkit used to create graphical user interfaces. It is required in order to compile OdaLauncher. Latest version is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
b5ee21239a59a1b3c7529198e0bbdb1d89408a1c
2735
2734
2007-01-20T00:30:47Z
QuiescentWonder
28
/* wxWidgets */
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
To build the launcher, you will need the latest wxWidgets
release from the site for your platform. If you are working from Windows download the latest release in the ZIP format.
Latest version is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
d966ff855e5cd9c2b558d6c0f022abb1707b437a
2734
2732
2007-01-20T00:28:28Z
QuiescentWonder
28
/* wxWidgets */
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
To build the launcher, you will need the latest wxWidgets
release from the site for your platform. Download the wxMSW package in ZIP format.
Latest version is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
ed2521084adcc97b8448b63c1043f956506fb2e5
2732
2731
2007-01-19T19:13:00Z
QuiescentWonder
28
/* wxWidgets */
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
To build the launcher, you will need the latest wxWidgets
release from the site for your platform.
Latest version is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
1768bd5d75ee612cc5e942b960ed6597ca34df85
2731
2730
2007-01-19T19:12:46Z
QuiescentWonder
28
/* wxWidgets */
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
To build the launcher, you will need the latest wxWidgets
release from the site for your platform.
Latest version is 2.8.0
*[http://www.wxwidgets.org/downloads/ wxWidgets]
b82f7c024e03d63e11399d14502a40b1d372945d
2730
2638
2007-01-19T19:11:57Z
QuiescentWonder
28
/* wxWidgets */
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
To build the launcher, you will need the latest wxWidgets
release from the site for your platform.
Latest version is 2.8.0
http://www.wxwidgets.org/downloads/
9fea3a11c5e2f93709fd0b67ce5c89b857e13e49
2638
2575
2006-12-31T06:59:42Z
Russell
4
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
==wxWidgets==
To build the launcher, you will need the latest wxWidgets
release from the site for your platform.
4435507d2363816cdf927ed57458d77d1678ee27
2575
2006-11-10T16:25:41Z
AlexMax
9
wikitext
text/x-wiki
These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries.
''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier.
==SDL==
Latest version is 1.2.11
*[http://www.libsdl.org/download-1.2.php SDL]
==SDL_mixer==
Latest version is 1.2.7
*[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]
c15498a5f86056451583ffc9d28ab723d4b4b678
RingSandstrom821
0
1797
3696
2012-07-11T18:58:30Z
188.167.53.80
0
Created page with "Good communication will be the important to countless efficient relationships. In order to guarantee that you simply receive the superb medical care and treatment you need to ..."
wikitext
text/x-wiki
Good communication will be the important to countless efficient relationships. In order to guarantee that you simply receive the superb medical care and treatment you need to have for your diseases and injuries, it truly is crucial to have the ability to talk openly and freely with their doctors. Sadly, plenty of people express frustration or embarrassment once attempting to speak with their physicians. [http://cancerres.aacrjournals.org/content/61/14/5595.full Gandham Satnam Singh]
It is critical to remember that your doctor wants to have an understanding of personal data around you and your steps and habits so as to properly diagnose and treat your condition. However, if either you or your doctor is uncomfortable communicating around a particular topic, it is easy to not obtain the appropriate medical attention you require. Often people think that as soon as they pay a visit to the doctor, they may be judged harshly given that of their concerns, lifestyles, or actions. Some factors that might produce communication having a physician challenging consist of:
The physician's gender. Females may possibly believe a lot more comfy speaking with female physicians about particular issues, basically as males might possibly believe far more comfortable speaking with male physicians, simply because of individual or religious reasons. For this reason, patients might require to make a decision a physician of the very same sex. [http://www.ncbi.nlm.nih.gov/pubmed/7463068 Dr Satnam Gandham]
The patient's first language. Sometimes, patients who don't speak English as a initial language have challenge communicating certain issues to a doctor. In the very same line, doctors may possibly have trouble communicating a diagnosis and treatment data to the patient if the patient is not definitely fluent in English. Because of this, a patient could will need to make a decision a doctor who speaks their 1st language.
The patient's lifestyle. A patient who doesn't follow a healthy or classic lifestyle is often embarrassed to admit this fact to a doctor whom he or she doesn't absolutely trust. However, it can be essential for a physician to understand your way of life to be able to help you remain healthy. For this reason, a patient might possibly need to have to seek a doctor with whom they think comfortable divulging the particulars of their personal health solutions.
Choosing a doctor is usually one of the plenty of crucial decisions that a person can make. Unfortunately, there is particularly small data offered which can assist a potential patient determine if a particular doctor is right for them. There are a few choices though, despite the fact that they are reasonably weak mainly because what the ramifications are for the patient.
At the minimum, check to see if a doctor's license is valid. The state board can at the same time supply information relating to any disciplinary action. Depending on the kind of physician, board certification should too be checked. Board certification shows that a physician is qualified in a specialty field. [http://www.childrenscentralcal.org/OurDoctors/Pages/sgandham.aspx Dr Gandham Satnam Singh]
Most well being plans will not have data concerning the excellent of individual physicians, however a couple of may perhaps have data regarding any probable disciplinary or legal issues the physician may well have encountered. With the information most likely offered, navigating the bureaucracy of an insurance giant could possibly not be worth the effort. There is a opportunity the insurance businesses have some kind of rating technique out there for physicians in their network. Any relevant information could be useful.
313cd29e98d244dac54b0acd2ebdd3e1553f168f
Rquit
0
1401
2108
2047
2006-04-14T18:25:49Z
AlexMax
9
/* quit */
wikitext
text/x-wiki
===rquit===
Quits Odamex server after asking clients to reconnect. Provides a smooth transition for players during an automated server reboot. Also see [[quit]].
[[Category:Server_commands]]
e7ec93cb3a64b44122c5ce8a75d4c9e477a3f72b
2047
2006-04-13T15:00:08Z
Voxel
2
wikitext
text/x-wiki
===quit===
Quits Odamex server after asking clients to reconnect. Provides a smooth transition for players during an automated server reboot. Also see [[quit]].
[[Category:Server_commands]]
137d352ed70a1de9d6cfa389b5e72c1139ba9437
SVN
0
1457
2549
2284
2006-11-10T00:28:46Z
AlexMax
9
wikitext
text/x-wiki
#redirect [[Subversion]]
f85aa2aee1994c1775644399a3163dfc792a4b8b
2284
2006-09-19T08:08:01Z
Russell
4
SVN moved to SVN Repository Address: More descriptive name
wikitext
text/x-wiki
#redirect [[SVN Repository Address]]
5237cfa889f9f4706f5ead88115c5425da3901ec
Sand: box
0
1338
1570
2006-03-30T21:45:11Z
Voxel
2
Sand: box moved to Sand box
wikitext
text/x-wiki
#redirect [[Sand box]]
1b4e71c76b84d3099055345a24c087e1bd8a3116
Sand box
0
1343
1596
2006-03-30T22:27:13Z
203.11.167.254
0
wikitext
text/x-wiki
Manc I can edit without logging in -deathz0r
542820a975118d3c1a45ac290dd10fae17249f99
Say
0
1389
2167
1899
2006-04-16T04:50:56Z
Ralphis
3
typo
wikitext
text/x-wiki
===say ''string''===
Broadcasts the string ''string'' to all players currently on the server. If entered from a client, the message will appear to originate from the appropriate client. If entered from the server console, the message will appear to originate from user '''console'''
See also: [[Messagemode]]
[[Category:Server_commands]]
[[Category:Client_commands]]
4748f233a8d8b33f3e81e9352ad0ef1d76bb7789
1899
2006-04-07T03:41:29Z
70.60.99.214
0
wikitext
text/x-wiki
===say ''string''===
Broadcasts the string ''string'' to all players currently on the server. If entered from the a client, the message will appear to originate from the appropriate client. If entered from the server console, the message will appear to originate from user '''console'''
See also: [[Messagemode]]
[[Category:Server_commands]]
[[Category:Client_commands]]
139931a38f99c863652d8b4cdcb189b7238e888b
Say team
0
1429
2166
2006-04-16T04:50:41Z
Ralphis
3
wikitext
text/x-wiki
===say_team ''string''===
Broadcasts the string ''string'' to all players currently on the server that are on your respective team. If entered from a client, the message will appear to originate from the appropriate client.
See also: [[Messagemode2]]
[[Category:Client_commands]]
c2bd9bec9812f27d1a5c02d88986ad6105282325
Screenshot
0
1441
3000
2218
2008-03-09T01:24:59Z
Russell
4
wikitext
text/x-wiki
=== screenshot [filename] ===
This command will take a screenshot of whatever is on screen at the moment and save it as the specified file in PCX format. If no file is specified, the name DOOMxxxx.PCX is used, where xxxx is the next available number (0000 to 9999, a file that does not yet exist). If it is used from the console, it will take a screenshot of the console.
You can take a screenshot while playing by pressing the key combination:
CTRL+Print Screen or CTRL+SysRq
[[Category:Client_commands]]
4a2205278fdeb495a97817f78cc8300efe43c626
2218
2216
2006-04-20T22:16:59Z
Voxel
2
/* screenshot */
wikitext
text/x-wiki
=== screenshot [filename] ===
This command will take a screenshot of whatever is on screen at the moment and save it as the specified file in PCX format. If no file is specified, the name DOOMxxxx.PCX is used, where xxxx is the next available number (0000 to 9999, a file that does not yet exist). It is recommend that this command be [[bind|bound]] to a key. If it is used from the console, it will take a screenshot of the console.
[[Category:Client_commands]]
f325ca3c440e9a5208defc5ecaa844659d73a47b
2216
2185
2006-04-20T22:15:46Z
Voxel
2
/* screenshot */
wikitext
text/x-wiki
===screenshot===
'''screenshot [filename]'''
This command will take a screenshot of whatever is on screen at the moment and save it as the specified file in PCX format. If no file is specified, the name DOOMxxxx.PCX is used, where xxxx is the next available number (0000 to 9999, a file that does not yet exist). It is recommend that this command be [[bind|bound]] to a key. If it is used from the console, it will take a screenshot of the console.
[[Category:Client_commands]]
b7b4505a2aa25ec0cd9eaeddc1ee8a879e51cc3c
2185
2006-04-16T05:05:45Z
Ralphis
3
wikitext
text/x-wiki
===screenshot===
This command will take a screenshot of whatever is on screen at the moment. It is recommend that this command be [[bind|binded]] binded to a key. If it is used from console, it will take a screenshot of the console.
''Ex. To bind this to the print screen key the command '''bind prntscrn screenshot''' should be used. Now the print screen key will output a screenshot of whatever was on screen at the time of the key pressing to your base odamex directory.''
[[Category:Client_commands]]
69c35b76fa7f73a3c8293a35a6250c61753f1f1c
Server
0
1325
3108
3073
2008-05-06T11:14:53Z
Ralphis
3
added commands and variables to see also
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients.
The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game.
== See also ==
* [[How to run a server|Running a server]]
* [[:Category:Server commands|Server commands]]
* [[:Category:Server variables|Server variables]]
610329032b8d6f2d9f9916fcf5130d709805e9b3
3073
2648
2008-05-05T14:50:00Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients.
The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game.
== See also ==
* [[How to run a server|Running a server]]
eb4c698ec76a87c643115cb8d398655f0b1eb987
2648
2293
2007-01-09T20:53:16Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
{{Modules}}
The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients.
The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game.
899a5703ca27b051f7909f0f969f5350a9268fee
2293
1522
2006-09-19T14:35:18Z
155.247.166.28
0
wikitext
text/x-wiki
{{Modules}}
The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients.
The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game.
d64c8f931c7bc5648af7181fdf3a11ee0ed9cbb0
1522
2006-03-30T21:01:18Z
Voxel
2
wikitext
text/x-wiki
{{Modules}}
4ca4c62cb200ec6240ce98cd2cd66e811854a180
Server List XML Specification
0
1553
2901
2900
2007-04-12T05:57:58Z
Manc
1
Add link to current xml doc
wikitext
text/x-wiki
The registered server listing will be available from the odamex website via multiple methods, the most basic being an {{wikipedia|XML}} document that will be generated on a regular schedule automatically and be available to the public. This wiki article will serve as a description of the XML schema used, and in time a more official schema along with a namespace will be created and available to lend better "credibility" to the XML data.
This page is restricted for editing (but not for discussion) in order to keep confusion to a minimum.
The current version [http://odamex.net/serverlist.xml 1.0pre] is now generated and available for viewing.
{{stub}}
a06a8e6d6918082895f2c1f33009d90b1af886da
2900
2007-04-11T23:21:46Z
Manc
1
wikitext
text/x-wiki
The registered server listing will be available from the odamex website via multiple methods, the most basic being an {{wikipedia|XML}} document that will be generated on a regular schedule automatically and be available to the public. This wiki article will serve as a description of the XML schema used, and in time a more official schema along with a namespace will be created and available to lend better "credibility" to the XML data.
This page is restricted for editing (but not for discussion) in order to keep confusion to a minimum.
''More coming soon...''
{{stub}}
842e8c7efe3f554a7a6a39aea9530bca852d8830
Server variables
0
1829
3854
3853
2017-03-01T13:49:08Z
Manc
1
/* Compatibility Related Options */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
9b113cafa4abc2c3f9650dd56d7db3833a7345e5
3853
3852
2017-03-01T13:48:56Z
Manc
1
/* Forcing Client Options */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
3342cce4417d51907920da374d73c3779297fd60
3852
3851
2017-03-01T13:48:44Z
Manc
1
/* Vote Settings */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
1627f96008fa8a90394bb80b6a0e49b5b8b0788f
3851
3850
2017-03-01T13:48:28Z
Manc
1
/* Warmup Mode */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
de2289c0fd60690e24ba96e7f80c35eef2a96437
3850
3849
2017-03-01T13:48:13Z
Manc
1
/* Misc. Variables */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
97e2ef9c0a3d88a1ebc539461977830e833b343e
3849
3848
2017-03-01T13:48:03Z
Manc
1
/* Team Game Specific Variables */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
3b794e3e5b28a0f606b8c614c9038d0ec6cb3c2f
3848
3847
2017-03-01T13:47:51Z
Manc
1
/* Single Player/Coop */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
b6a8ba634546cc05e52237d0547f2693bf3c5e9f
3847
3846
2017-03-01T13:47:12Z
Manc
1
/* General Gameplay */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
c27db049f6b175a268f53f8ab7f9a160bf276b62
3846
3845
2017-03-01T13:46:43Z
Manc
1
/* General Game Conditions */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
32732187c1f4eb6fc70af9b625fc1ba83a1dcd38
3845
3843
2017-03-01T13:46:12Z
Manc
1
/* Network/Broadcast/Administrative Settings */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="table table-striped table-hover table-condensed"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
341311e1a53d39128163d999d2b3db3c21492028
3843
3842
2017-03-01T06:26:28Z
Ralphis
3
/* Single Player/Coop */
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
5453c623653cb91472eaf8f5811ccf813168828c
3842
2017-03-01T06:25:10Z
Ralphis
3
Created page with "==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex..."
wikitext
text/x-wiki
==Variable Information==
Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below.
===Value Types===
*'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on.
*'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5")
*'''Integer''' - A whole number value, no decimals.
*'''String''' - A non-numerical value, usually a word or phrase.
===Variable Types===
*'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed.
*'''L'''atched - A change to this type of variable will not take effect until after a map change.
*'''S'''erver Info - The values of these variables are sent to clients and launchers.
*'''R'''ead-Only - These variables cannot be changed. Used to output information.
==Server Variables==
===Network/Broadcast/Administrative Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N
|-
| developer || Boolean || 0 || Debugging mode. || N || N || N || N
|-
| join_password || String || || Clients can connect if they have this password. || Y || N || N || N
|-
| log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N
|-
| log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N
|-
| port || Integer || 10666 || Display currently used network port number. || N || N || N || Y
|-
| rcon_password || String || || Remote console password. || Y || N || N || N
|-
| sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N
|-
| sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N
|-
| sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N
|-
| sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N
|-
| sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N
|-
| sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N
|-
| sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N
|-
| sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N
|-
| sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N
|-
| sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N
|-
| sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N
|-
| sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N
|-
| sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N
|-
| waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N
|}
===General Game Conditions===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N
|-
| sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N
|-
| sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y
|-
| sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N
|-
| sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N
|-
| sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N
|-
| sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N
|-
| sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N
|-
| sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N
|-
| sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N
|-
| sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N
|-
| sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N
|-
| sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N
|-
| sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N
|}
===General Gameplay===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N
|-
| sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N
|-
| sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N
|-
| sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N
|-
| sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N
|-
| sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N
|-
| sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N
|-
| sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N
|-
| sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N
|-
| sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N
|-
| sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N
|-
| sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N
|-
| sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N
|}
===Single Player/Coop===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_coopunassignedvoodoodollsfornplayers || Boolean || 1 || Insert explanation for this. || N || Y || Y || N
|-
| sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N
|-
| sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N
|-
| sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N
|-
| sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N
|-
| sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N
|-
| sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N
|}
===Team Game Specific Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N
|-
| ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N
|-
| ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N
|-
| sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N
|-
| sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N
|-
| sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N
|-
| sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N
|}
===Compatibility Related Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N
|-
| co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N
|-
| co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N
|-
| co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N
|-
| co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N
|-
| co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N
|-
| co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N
|-
| co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N
|-
| co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N
|-
| co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N
|-
| sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N
|-
| sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N
|-
| sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N
|-
| sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N
|-
| sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N
|}
===Forcing Client Options===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N
|-
| sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N
|-
| sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N
|-
| sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N
|-
| sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N
|-
| sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N
|-
| sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N
|-
| sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N
|-
| sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N
|}
===Vote Settings===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N
|-
| sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N
|-
| sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N
|-
| sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N
|-
| sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N
|-
| sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N
|-
| sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N
|-
| sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N
|-
| sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N
|-
| sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N
|-
| sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N
|-
| sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N
|-
| sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N
|-
| sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N
|-
| sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N
|-
| sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N
|-
| sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N
|-
| sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N
|}
===Warmup Mode===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N
|-
| sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N
|-
| sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N
|}
===Misc. Variables===
{| class="wikitable collapsible autocollapse"
! Variable !! Value !! Default !! Description !! A !! L !! S !! R
|-
| sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y
|-
| sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N
|-
| sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y
|-
| sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N
|}
1aa6ea3d7c7e219fcf2607cbcfcbb8233f88a40e
Serverinfo
0
1409
2118
2006-04-14T18:37:21Z
AlexMax
9
wikitext
text/x-wiki
===serverinfo===
Prints detailed information about the server to the console.
[[Category:Client_commands]]
a7a9e5dec82c3af94ecebe48acfaef7ce0ce771a
Setting Odamex up on Debian
0
1603
3205
3199
2008-06-03T12:34:58Z
Turks
48
/* Add freedoom to the IWAD/PWAD installation help */
wikitext
text/x-wiki
==The Debian Package==
As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug.
==Setting up aliases for .bashrc==
Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run
''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc
echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc
source ~/.bashrc</nowiki>''
Optionally, you can change the directory set as the waddir to wherever you house your game files.
''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run''
==Setting up midi playback==
Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you
''<nowiki>apt-get install timidity</nowiki>''
You also must run this as a user with ''sudo'' or as root.
==Installing a(n) IWAD/PWAD or other game related data==
By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run:
''chown -R <your username> /usr/share/doom/''
If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp''. If you don't own a copy of doom, you can buy a copy of the collectors edition [http://www.idsoftware.com/games/doom/doom-collectors/ directly from id Software] or you can install freedoom with apt
''apt-get install freedoom''
If you choose the freedoom option, you aren't out of the water yet. You still need to put it where the package configuration currently points to (''/usr/share/doom/''). To do this is fairly simple. Run
''cp /usr/share/games/doom/doom2.wad /usr/share/doom/''
as root, or you alternatively can edit 'odamex.desktop' in ''/usr/share/applications/'' and change
'''-waddir /usr/share/doom/'''
to
'''-waddir /usr/share/games/doom/'''
Either way, you will end up copying wads over. If you choose this second approach, you will need to copy odamex.wad over to ''/usr/share/games/doom''
''cp /usr/share/doom/odamex.wad /usr/share/games/doom/''
If you want to be able to copy files without being root or using sudo, you can follow the directions above for enabling user write access to ''/usr/share/games/doom''
07a2933a5907238675ed0a57e879e7fe36b81665
3199
3197
2008-06-03T03:53:43Z
Turks
48
s/Setting Odamex up on Debian/The Debian Package
wikitext
text/x-wiki
==The Debian Package==
As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug.
==Setting up aliases for .bashrc==
Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run
''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc
echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc
source ~/.bashrc</nowiki>''
Optionally, you can change the directory set as the waddir to wherever you house your game files.
''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run''
==Setting up midi playback==
Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you
''<nowiki>apt-get install timidity</nowiki>''
You also must run this as a user with ''sudo'' or as root.
==Installing a(n) IWAD/PWAD or other game related data==
By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run:
''chown -R <your username> /usr/share/doom/''
If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp''
b81249bfffa3be9e5030206e7d1be5a37c9f4df2
3197
3196
2008-06-03T03:52:50Z
Turks
48
Setting odamex up on debian moved to Setting Odamex up on Debian
wikitext
text/x-wiki
==Setting up Odamex on Debian==
As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug.
==Setting up aliases for .bashrc==
Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run
''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc
echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc
source ~/.bashrc</nowiki>''
Optionally, you can change the directory set as the waddir to wherever you house your game files.
''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run''
==Setting up midi playback==
Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you
''<nowiki>apt-get install timidity</nowiki>''
You also must run this as a user with ''sudo'' or as root.
==Installing a(n) IWAD/PWAD or other game related data==
By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run:
''chown -R <your username> /usr/share/doom/''
If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp''
0fb86a63f6a6d21892f508e4ca913feca2fde4de
3196
3194
2008-06-03T03:52:13Z
Turks
48
I hate wiki syntax
wikitext
text/x-wiki
==Setting up Odamex on Debian==
As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug.
==Setting up aliases for .bashrc==
Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run
''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc
echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc
source ~/.bashrc</nowiki>''
Optionally, you can change the directory set as the waddir to wherever you house your game files.
''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run''
==Setting up midi playback==
Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you
''<nowiki>apt-get install timidity</nowiki>''
You also must run this as a user with ''sudo'' or as root.
==Installing a(n) IWAD/PWAD or other game related data==
By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run:
''chown -R <your username> /usr/share/doom/''
If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp''
0fb86a63f6a6d21892f508e4ca913feca2fde4de
3194
2008-06-03T03:46:02Z
Turks
48
Somewhat detailed instructions for the Debian package
wikitext
text/x-wiki
As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug.
=== Setting up aliases for .bashrc ===
Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run
''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc
echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc
source ~/.bashrc</nowiki>''
Optionally, you can change the directory set as the waddir to wherever you house your game files.
''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run''
=== Setting up midi playback ===
Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you
''<nowiki>apt-get install timidity</nowiki>''
You also must run this as a user with ''sudo'' or as root.
=== Installing a(n) IWAD/PWAD or other game related data ===
By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run:
''chown -R <your username> /usr/share/doom/''
If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp''
6f4c888dd5a0ad46ae1d473c309362944dc5ac1e
Setting odamex up on debian
0
1604
3198
2008-06-03T03:52:50Z
Turks
48
Setting odamex up on debian moved to Setting Odamex up on Debian: Caps
wikitext
text/x-wiki
#redirect [[Setting Odamex up on Debian]]
3a7bf19504a72a03392b14d7707e1ce60c2a0fec
Show endoom
0
1659
3380
2010-01-06T23:59:16Z
Ralphis
3
wikitext
text/x-wiki
===show_endoom===
0: Disables ENDOOM screen after quit.<br>
1: Enables ENDOOM screen after quit.<br>
This variable enables or disables the screen showing the ENDOOM lump in Vanilla Doom after quitting the program.
[[Category:Client_variables]]
3f8eeb3a21ba427332f72498da9743eb6c3cef9c
Showscores
0
1716
3483
2010-08-23T12:09:55Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ban_and_exception_lists]][[Category:Server_commands]]
fe09fa47424b4c1ee0e228170934b091919b2a8a
SibillaPieper213
0
1801
3700
2012-07-11T19:55:55Z
176.31.28.151
0
Created page with "Entering Your Home After a Flood-Forced Evacuation As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's ..."
wikitext
text/x-wiki
Entering Your Home After a Flood-Forced Evacuation
As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's not only locally where this has been happening. Across the world there are certain areas prone to flooding either caused by rain, melting snow or other force majeure factors.
While you may think it's simple to then just enter your house upon return and let life go on as normal, unfortunately it's not so straightforward.
The authorities wouldn't let people back into their homes if they hadn't performed certain checks beforehand, and pumped out any water, but other tasks will still need to be completed to return back to life as it was before. It's most important to be careful and be vigilant when returning to your home as you never know what surprises could be lurking behind the front door.
Family Safety
Don't let children into the house before you've assessed the situation. Things to look out for are animals that may have gained access into your home during the floods, dangerous debris like pieces of metal and wood, as well as any structural damage to furniture or even the building itself that the authorities may have missed.
Food Safety
Check your food stores to see how much of your products have been affected by the water, and whether any animals have wreaked havoc in your kitchen or pantry upon the smell of food.
It's better to be safe than sorry so it's best to take drastic measures and get rid of anything you think may have gotten in harm's way.
A common misconception is that tinned food is still safe to eat even after being submerged in water, but unfortunately this isn't the case. The water is likely to have caused the tin to rust, contaminating its contents.
Essentially, anything that has come in contact with flood water could be contaminated since the water is not clean having picked up debris and bacteria along the way from its source.
5f1857c80554c8f64b7feb668561a687156e5bae
Sizedown
0
1373
1773
1754
2006-04-03T19:24:03Z
AlexMax
9
wikitext
text/x-wiki
===sizedown===
Decreases the size of the viewing window.
[[Category:Client_commands]]
83b2b16d77aae50d464f0f4ee6e6795d5ceb560a
1754
2006-04-03T19:15:08Z
AlexMax
9
wikitext
text/x-wiki
'''sizedown'''
Decreases the size of the viewing window.
[[Category:Client_commands]]
30591fd8ec05377e867f5e54ccaaf32cc236a17a
Sizeup
0
1374
1772
1755
2006-04-03T19:23:51Z
AlexMax
9
wikitext
text/x-wiki
===sizeup===
Increases the size of the viewing window.
[[Category:Client_commands]]
41febd2d14beb95e5bd8c92575382f017b2ebed0
1755
2006-04-03T19:15:38Z
AlexMax
9
wikitext
text/x-wiki
'''sizeup'''
Increases the size of the viewing window.
[[Category:Client_commands]]
f7a97515ae2ccbc0091f75fa64e1bb2d5713f1df
Snd crossover
0
1522
2814
2813
2007-01-28T19:25:16Z
AlexMax
9
wikitext
text/x-wiki
===snd_crossover===
0: Sound channels are default<br>
1: Sound channels are reversed
Change this variable if you are finding that your sound is coming out reversed (sounds coming from the left coming out of the right speaker and vice versa).
[[Category:Client_variables]]
56c7c6e26df667f55d9b2bc3b3f8a8ffdab55069
2813
2007-01-28T19:24:02Z
AlexMax
9
wikitext
text/x-wiki
===snd_crossover===
0: Sound channels are default
1: Sound channels are reversed
[[Category:Client_variables]]
3f5031925f71fd9b9c6051a0979e872a56985805
Spectate
0
1579
3043
2008-05-05T12:54:26Z
Ralphis
3
wikitext
text/x-wiki
===spectate===
Using this command will set the client into spectator mode.
Also see: [[join]]
[[Category:Client_commands]]
d25b27d49a45b6a70f8d94c277930371f7432288
Spoofing
0
1296
1324
1322
2006-03-29T12:55:41Z
Voxel
2
wikitext
text/x-wiki
Pretending to be someone you're not. Sending data from a fake address.
7be8d150f0146a9decd294535a7f8429324e808a
1322
2006-03-29T12:53:04Z
Voxel
2
wikitext
text/x-wiki
Pretending to be someone you're not. Connecting with a fake address.
b5679f23e5af6e5972dfd50ec904fba5f017a1b5
Staff
0
1458
2286
2006-09-19T08:36:02Z
Russell
4
wikitext
text/x-wiki
=Overview:=
These are the people who help build and maintain odamex, nicknames as follows:
==Project Managers==
* [[User:Manc|Manc]]
* [[User:Ralphis|Ralphis]]
==Lead Programmers==
* [[User:Voxel|Voxel]] (Oversees the development of the project, Major client/server developer)
==Programmers==
* [[User:Russell|Russell]] (Launcher developer, Maintainer of Code::Blocks project, Minor client/server maintainer)
* [[User:deathz0r|deathz0r]] (Source maintenance (Hexen code removal, positioning of source files))
* [[User:Anarkavre|Anarkavre]]
==Documentation==
* [[User:AlexMax|AlexMax]] (Doc file maintainer)
* [[User:Ralphis|Ralphis]] (Doc file maintainer, wiki article maintainer)
f2763712b5d7e43520b5a77153e6c5e5205ddd44
Statistics
0
1387
3134
3133
2008-05-18T13:15:12Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
This place collects interesting statistics about various aspects of the odamex project
== SVN ==
* See the [http://odamex.org/stats stats] page.
* See the [http://odamex.org/stats2 other stats] page.
== Website Stats ==
See [http://odamex.net/sitestats Site stats]
54bf7178ec9398a3f8b2c607ea1a93fc2588c0b7
3133
3132
2008-05-18T13:15:05Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
This place collects interesting statistics about various aspects of the odamex project
== SVN ==
* See the [http://odamex.org/stats stats] page.
* See the [http://odamex.org/stats2 other stats] page.
== Website Stats ==
See [http://odamex.net/sitestats Site stats]
== IRC ==
todo: stats from IRC logs
2354b4d66527b3d6ad062f65cd49467c24d09f0c
3132
3131
2008-05-18T13:14:04Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== SVN ==
* See the [http://odamex.org/stats stats] page.
* See the [http://odamex.org/stats2 other stats] page.
== OdaWiki ==
todo: wiki stats
== Website Stats ==
See [http://odamex.net/sitestats Site stats]
== IRC ==
todo: stats from IRC logs
8e8a2e3a027f8104a053ea2c8437eec067cd96ae
3131
2663
2008-05-18T13:05:32Z
Voxel
2
wikitext
text/x-wiki
{{stub}}
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code over revision ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png|none|500x300px|Lines of code over revisions]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
* See the [http://odamex.org/stats stats] page.
* See the [http://odamex.org/stats2 other stats] page.
== OdaWiki ==
todo: wiki stats
== Website Stats ==
See [http://odamex.net/sitestats Site stats]
== IRC ==
todo: stats from IRC logs
ea8f1ee3bbe8dc01773f01a9dd30ce8961ede3db
2663
1898
2007-01-09T21:12:35Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code over revision ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png|none|500x300px|Lines of code over revisions]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== Website Stats ==
See [http://odamex.net/sitestats Site stats]
== IRC ==
todo: stats from IRC logs
74da3e38ead44ff94d94f2a38fd70f39b47fc084
1898
1897
2006-04-07T03:32:31Z
Voxel
2
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code over revision ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png|none|500x300px|Lines of code over revisions]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== Website Stats ==
See [http://odamex.net/sitestats Site stats]
== IRC ==
todo: stats from IRC logs
134e492d8b8850e6626ba34cf892d24ca8bff878
1897
1896
2006-04-07T02:41:53Z
Voxel
2
/* Website Stats */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code over revision ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== Website Stats ==
See [http://odamex.net/sitestats Site stats]
== IRC ==
todo: stats from IRC logs
336f48f13f8301e9d33188e7ad7332110527c476
1896
1895
2006-04-07T02:41:45Z
Voxel
2
/* Website Stats */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code over revision ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== Website Stats ==
See [http://odamex.net/sitestats| Site stats]
== IRC ==
todo: stats from IRC logs
e9a653a03d411a097c1602f8fe007d16bcb98589
1895
1894
2006-04-07T02:41:26Z
Voxel
2
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code over revision ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== Website Stats ==
See [http://odamex.net/sitestats]
== IRC ==
todo: stats from IRC logs
c116882bb8d349cd52b1bdad0768f89619817de8
1894
1893
2006-04-07T02:40:06Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code over revision ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
d8df3ced27b2776bd3c17c20211c5658d11b3f4b
1893
1892
2006-04-07T02:08:23Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines.
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
c16318aa1268fb866867ebb972b11f42b69c6379
1892
1891
2006-04-07T01:59:47Z
Voxel
2
/* Bugs */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
=== Open and Closed over time ===
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
aaae3eb79270b95d08ac1c8414cbb54210370769
1891
1890
2006-04-07T01:59:00Z
Voxel
2
/* Time of day */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
todo
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
02ca17cf4f43b55acb3d1e3647c30c1efab257b8
1890
1889
2006-04-07T01:58:48Z
Voxel
2
/* Commit sizes */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
todo
=== Time of day ===
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
ad127923b6d0c8dbe48115a014a7c2b0e94a8e59
1889
1888
2006-04-07T01:58:35Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
=== Commit sizes ===
=== Time of day ===
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
2f0ab70495ba10a51dbab14e3389e722381f0a24
1888
1887
2006-04-07T01:57:37Z
Voxel
2
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
=== Files ===
todo
=== Compressed size ===
todo
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
5835495511bb83c36ec125d7c93652771105db40
1887
1886
2006-04-07T01:55:41Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
See the [[svn]] page.
=== Commits over time ===
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
9d36a890128ba73dd6be7e440d4a24391c49ac51
1886
1885
2006-04-07T01:53:08Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
[[Image:Odamex LinesOfCode.png]]
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
SVN activity over time. See the [[svn]] page.
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
ba597a356c154b237bd0baf811f69863ca7a94bb
1885
1884
2006-04-07T01:52:22Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
SVN activity over time. See the [[svn]] page.
[[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
5f9c13701efe07b2f2ea230bcb61811e75a1b3f6
1884
1883
2006-04-07T01:52:13Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
SVN activity over time. See the [[svn]] page.
[[Image:Commits_group_multi_author_graph.png|none|500x200px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
ac7307876c6b2c5ac12e5050bbb803746a9fd4fb
1883
1882
2006-04-07T01:51:59Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
SVN activity over time. See the [[svn]] page.
[[Image:Commits_group_multi_author_graph.png|none|400x200px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
a05cf6d68bf095d5e773684c4ba9753bd9d84486
1882
1881
2006-04-07T01:51:50Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
SVN activity over time. See the [[svn]] page.
[[Image:Commits_group_multi_author_graph.png|thumbnail|400x200px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
891de64ee497da47341bb8ccc36c9aa339fcef4e
1881
1880
2006-04-07T01:51:39Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
SVN activity over time. See the [[svn]] page.
[[Image:Commits_group_multi_author_graph.png|none|thumbnail|400x200px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
a33b619082396e9a7030d4a4c2dfb74488467e2f
1880
1879
2006-04-07T01:51:31Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
SVN activity over time. See the [[svn]] page.
[[Image:Commits_group_multi_author_graph.png|none|thumbnail|right|400x200px|SVN commits over time]]
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
9c45dc37924be088f6f6f621a1df2ac071ea533d
1879
1878
2006-04-07T01:51:15Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|none|thumbnail|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
6185b40e29159a24bc61fd133d083b5f38ec3011
1878
1877
2006-04-07T01:51:06Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|none|right|thumbnail|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
9497242ef92a519970848cb32c65a2615a7fc8ab
1877
1876
2006-04-07T01:50:58Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|none|thumbnail|right|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
35d89738a2fbd47c0ca121b0e197171ed381bfdd
1876
1875
2006-04-07T01:50:42Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|none|thumbnail|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
6185b40e29159a24bc61fd133d083b5f38ec3011
1875
1874
2006-04-07T01:50:12Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|none|thumbnail|left|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
c1afe87cd1ccb041ca90556a1753515dc138e163
1874
1873
2006-04-07T01:50:02Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|frame|thumbnail|left|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
bba770e339aacb51f8bbb699967f89c8ce5cec34
1873
1872
2006-04-07T01:49:30Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|none|left|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
efdc549ef0235e1f2727ef80434a0b8c0ec5e587
1872
1871
2006-04-07T01:49:18Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|none|center|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
1245a057bec642c1317951ad320e7ddf0b4fb675
1871
1870
2006-04-07T01:48:49Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|thumb|center|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
59660434ca818be34ef46faab3449d2c89707aa4
1870
1869
2006-04-07T01:48:40Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|frame|center|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
d791f05873338b8b8cf7d8369ee1720d726dc982
1869
1868
2006-04-07T01:48:27Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|thumb|center|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
59660434ca818be34ef46faab3449d2c89707aa4
1868
1867
2006-04-07T01:47:32Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|thumb|right|400x200px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
c00013518fbafda2e5f720c423e2143069b89961
1867
1866
2006-04-07T01:47:14Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|thumb|left|200x100px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
1f8170ff7fab543fd75af713735572fe8e92343b
1866
1865
2006-04-07T01:47:02Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|frame|left|200x100px|SVN commits over time]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
3dcdb936e5497ae854a15b17989472fc4d6d6139
1865
1864
2006-04-07T01:46:22Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|frame|left|200x100px]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
7f6764ef888b34fcf7e2cd6579a91186304e6611
1864
1863
2006-04-07T01:45:48Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left|200x100px]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
dd84ddd30a5ce557783c87f6b38b3461642202aa
1863
1862
2006-04-07T01:45:38Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left||290x100px]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
fc1480dcf2bc9610858cd51a0c91c0992bc6d129
1862
1861
2006-04-07T01:45:17Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left||200|100]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
458d410d6d671e9d0ac4ee700d605b8bedb5b253
1861
1860
2006-04-07T01:45:08Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left|200|100]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
6b9332ac91a15a5bff260862460042122a6e6b95
1860
1859
2006-04-07T01:44:30Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame||200|100]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
fe9974dd4069c954081df475da58479cadae1f35
1859
1858
2006-04-07T01:44:04Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|frame||200|100]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
510575fb74734337085e76db8133102d17d9bf79
1858
1857
2006-04-07T01:43:19Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png|||200|100]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
a4e4546ca57cb0b2e0c15a431b2674920ae841de
1857
1856
2006-04-07T01:43:10Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png||||200|100]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
362644a5871cea409f98c62004c2689596d606c9
1856
1855
2006-04-07T01:41:29Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png||200|100]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
9490aca93ec74ae6ba26b6630515e6ce8bd998d4
1855
1854
2006-04-07T01:40:35Z
Voxel
2
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png]]
SVN activity over time. See the [[svn]] page.
== OdaWiki ==
todo: wiki stats
== IRC ==
todo: stats from IRC logs
14d325ede5d2125dd4f297932cd7764775f6286e
1854
1853
2006-04-07T01:38:56Z
Voxel
2
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Bugs ==
todo: stats from bugzilla
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png]]
SVN activity over time. See the [[svn]] page.
== IRC ==
todo: stats from IRC logs
2f798589e64fa8e13fe49777ee508a68143231f5
1853
1852
2006-04-07T01:37:44Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png]]
SVN activity over time. See the [[svn]] page.
== IRC ==
8f7313e3f8c44d0cac211132891dbee5186830fc
1852
1851
2006-04-07T01:37:32Z
Voxel
2
/* SVN */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
[[Image:Commits_group_multi_author_graph.png]]
SVN activity over time. See the [[svn]] page.
== IRC ==
804b296115e203398562e21201d7e6909de47c92
1851
1850
2006-04-07T01:36:08Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc'''
== SVN ==
See the [[svn]] page
== IRC ==
970e33f6f1ee7b2bba6062c027b151f4342883c9
1850
1849
2006-04-07T01:34:23Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server):
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done'''
== SVN ==
See the [[svn]] page
== IRC ==
221a8a51215993c77b624be0aac5c1aa78e44d46
1849
1848
2006-04-07T01:32:00Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, I didn't do this by hand, I used a script:
'''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done'''
== SVN ==
See the [[svn]] page
== IRC ==
4fa3ed474d17d879d0f3a964840f0fdea11ec8af
1848
1847
2006-04-07T01:30:28Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
And no, I didn't do this by hand, I used a script:
for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done
== SVN ==
See the [[svn]] page
== IRC ==
07f1dde7bc015b6e51a45fd121976e053705c35a
1847
1846
2006-04-07T01:28:26Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
== SVN ==
See the [[svn]] page
== IRC ==
29bad111a89676db0927f62cbe39e243faa3ef85
1846
1845
2006-04-07T01:28:02Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months!
== SVN ==
See the [[svn]] page
== IRC ==
6d2e5abdd07d40e8a09f9477504500b38618b399
1845
1843
2006-04-07T01:25:33Z
Voxel
2
/* Lines of code */
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
[[Image:Odamex LinesOfCode.png]]
== SVN ==
See the [[svn]] page
== IRC ==
07e9fa0a91607c1794e614fb89405a8fb7749fd8
1843
2006-04-07T01:23:46Z
Voxel
2
wikitext
text/x-wiki
This place collects interesting statistics about various aspects of the odamex project
== Code ==
=== Lines of code ===
== SVN ==
See the [[svn]] page
== IRC ==
47c4f71782b9813070eef46b330118a9ce9811ba
Stoplog
0
1658
3375
2010-01-05T03:09:35Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[logging#stoplog]][[Category:Server_commands]][[Category:Client_commands]]
8a7724b6e4cb6756564eab483e91ef0bed379930
Subversion
0
1300
3861
3860
2018-05-01T21:16:46Z
HeX9109
64
wikitext
text/x-wiki
== What is Github? ==
Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Github respository? ==
Odamex's Github repository can be accessed using the following URL:
<pre>https://github.com/odamex/odamex</pre>
== What is Odamex's Github access policy? ==
Read-only access to Odamex's Github repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download"
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
36bb184dbcda0586efb8c092b0d1770aecd3d6ea
3860
3859
2018-05-01T21:16:21Z
HeX9109
64
/* What is Odamex's Subversion access policy? */
wikitext
text/x-wiki
== What is Github? ==
Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Github respository? ==
Odamex's Github repository can be accessed using the following URL:
<pre>https://github.com/odamex/odamex</pre>
== What is Odamex's Github access policy? ==
Read-only access to Odamex's Github repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download"
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
547c75780fde75e002a88f580002452cbbd499d1
3859
3858
2018-05-01T21:15:17Z
HeX9109
64
/* How do I manage Github? */
wikitext
text/x-wiki
== What is Github? ==
Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Github respository? ==
Odamex's Github repository can be accessed using the following URL:
<pre>https://github.com/odamex/odamex</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download"
TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download."
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
096cbeaabcce7e8b590de95885857f655cdf463a
3858
3857
2018-05-01T21:14:14Z
HeX9109
64
/* How do I manage gibhub? */
wikitext
text/x-wiki
== What is Github? ==
Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Github respository? ==
Odamex's Github repository can be accessed using the following URL:
<pre>https://github.com/odamex/odamex</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download"
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
04018e3a1ffaf14431b60ee21ed3a024a5857b16
3857
3856
2018-05-01T21:12:41Z
HeX9109
64
/* How do I access Odamex's Github respository? */
wikitext
text/x-wiki
== What is Github? ==
Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Github respository? ==
Odamex's Github repository can be accessed using the following URL:
<pre>https://github.com/odamex/odamex</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
3f6b5273637d717742a6b1a9755fe398140f5feb
3856
3819
2018-05-01T21:11:53Z
HeX9109
64
/* What is Subversion? */
wikitext
text/x-wiki
== What is Github? ==
Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
c26f49eaa109ff4e7337dec5d4f88f02e3cd1078
3819
3818
2015-01-27T03:19:38Z
Manc
1
/* What is Subversion? = */
wikitext
text/x-wiki
== What is Subversion? ==
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
d21050e16001e29f2fa7bfabca0510f483866e4d
3818
3759
2015-01-27T03:19:13Z
Manc
1
wikitext
text/x-wiki
= What is Subversion? ==
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
9d2e4bdaef57d994e4f354a6e764f31aede51ef4
3759
3504
2012-12-20T02:43:42Z
AlexMax
9
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
c2bd88dde04bad2f2518c89fcfa46889f2db4ba1
3504
3249
2011-07-09T15:00:40Z
AlexMax
9
/* I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co http://odamex.net/svn/root/trunk odamex; cd odamex; make && ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
787f8339729338fc1771c453f05ae39dae68302f
3249
3248
2008-07-18T20:32:17Z
Voxel
2
/* Guidelines for maintainers */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
42c9dd7f8d9c46a9bf4d8f8179fcbe989e88443c
3248
3247
2008-07-18T20:31:44Z
Voxel
2
/* How can I be notified when the repository updates? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog.php?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
e6e7f3699115f2e58388a1fe7758754189e29d67
3247
3173
2008-07-18T20:31:18Z
Voxel
2
/* How can I be notified when the repository updates? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog?count=100 The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
384c1072c07bc3f6ed1911ebc26d9f097a64dfcd
3173
3010
2008-05-31T05:17:03Z
Manc
1
/* How is Odamex's repository organized */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destroyed
** tags
*** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases.
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
9a5deb5498bb5e2092c8d3f497eaadfe68aadd6b
3010
2906
2008-03-28T16:27:10Z
AlexMax
9
/* I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
c6a0178b9bfbcf98750fdee0fba3f1bb77a9a8e0
2906
2845
2007-04-14T17:31:41Z
Voxel
2
/* I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make && ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
710b6f94f4d0f155a16321f58484a5d0bd0f815a
2845
2737
2007-02-06T17:06:55Z
Voxel
2
/* Update */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make; ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
To get a specific revision, use the "-r" parameter.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
d0b927f704ea61fe4d4f792155c9ea7a431ea272
2737
2736
2007-01-20T04:25:08Z
AlexMax
9
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? ==
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make; ./odamex</pre>
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
ce1b7ee897718dcedde4e9b93224480ce7bbbd5d
2736
2727
2007-01-20T03:07:42Z
Voxel
2
/* How do I access Odamex's Subversion respository? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does.
<pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make; ./odamex</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
0082474bd1fc34a073c63745ffe675dc33a94083
2727
2726
2007-01-19T17:52:57Z
AlexMax
9
/* What is Odamex's Subversion access policy? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
770fab459149de8ba02ba016dfb8f52917a761e3
2726
2701
2007-01-19T17:52:32Z
AlexMax
9
/* How do I access Odamex's Subversion respository? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>http://odamex.net/svn/root/</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
'''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.'''
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
707c2f982d61ab467c4c03f01b8a872580546445
2701
2700
2007-01-18T21:00:16Z
AlexMax
9
/* Update */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>Insert the SVN URL here</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
'''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.'''
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<pre>svn update <local directory></pre>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
772b8699623b56a000dd2ea8d41ca27aff1cc999
2700
2698
2007-01-18T21:00:03Z
AlexMax
9
/* Checkout */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>Insert the SVN URL here</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
'''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.'''
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<pre>svn checkout <server name> <destination directory></pre>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
2bacd52d5ab36fc412358a04bed2b88f8ab5c134
2698
2697
2007-01-18T20:58:11Z
AlexMax
9
/* How do I access Odamex's Subversion respository? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Odamex's subversion repository can be accessed using the following URL:
<pre>Insert the SVN URL here</pre>
== What is Odamex's Subversion access policy? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
'''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.'''
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<tt>svn checkout <server name> <destination directory></tt>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
4b856b696c755c5fd15f4c401a928a21171130d3
2697
2601
2007-01-18T20:53:56Z
AlexMax
9
/* How do I access Odamex's Subversion? */
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion respository? ==
Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access.
Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time.
'''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.'''
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<tt>svn checkout <server name> <destination directory></tt>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
6eb2423a67a02132c9f7fcb7b3fab4a437d3a8c1
2601
2600
2006-11-16T03:22:08Z
Manc
1
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion? ==
Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<tt>svn checkout <server name> <destination directory></tt>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
fa64d65d82010642159fb49a3eb8f91f99d91c87
2600
2551
2006-11-16T03:21:37Z
Manc
1
Updated image to revision 2027
wikitext
text/x-wiki
[[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion? ==
Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<tt>svn checkout <server name> <destination directory></tt>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
66e2ba44ab50eb9cec51acc907bd6421cac295ef
2551
2550
2006-11-10T00:34:07Z
AlexMax
9
/* Checkout */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion? ==
Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<tt>svn checkout <server name> <destination directory></tt>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
218ceb8c38c23a0bea7966b6c3861a04eab58851
2550
2548
2006-11-10T00:33:54Z
AlexMax
9
Stupid me, RapidSVN is wx, not GTK
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion? ==
Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The act of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<tt>svn checkout <server name> <destination directory></tt>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
b20298fec05a1cc2dc828a266335447c0883d42c
2548
2545
2006-11-10T00:25:39Z
AlexMax
9
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
== What is Subversion? ==
Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code.
== How do I access Odamex's Subversion? ==
Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
== How do I use a subversion client? ==
This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients.
===Checkout===
The act of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in.
This is how you check out from the command line:
<tt>svn checkout <server name> <destination directory></tt>
===Update===
Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work..
This is how you update from the command line:
<tt>svn update <local directory></tt>
Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from.
==What Subversion clients are avalable?==
There are many, many subversion clients avalable:
* [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms.
* [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows.
* [http://rapidsvn.tigris.org/ RapidSVN]: GTK based GUI client for multiple platforms.
== How is Odamex's repository organized ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - Bleeding-edge development, expect things to break often
** '''branches'''
*** '''stable''' - The latest stable version, merged with trunk when features mature
*** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex
*** other temporary branches may be created or destoryed
** tags
== How can I be notified when the repository updates? ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]] by the odasvn bot.
== Guidelines for maintainers ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
21e4dca213beb12f52de4cd846beda2e58f87e75
2545
2316
2006-11-10T00:04:49Z
AlexMax
9
Svn moved to Subversion
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
== Access ==
Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
093eb3ff04972003a158fcfbe345e1d29e5d37b1
2316
2315
2006-09-23T19:08:23Z
86.143.3.146
0
/* Guidelines */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
== Access ==
Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
093eb3ff04972003a158fcfbe345e1d29e5d37b1
2315
2303
2006-09-23T19:07:14Z
86.143.3.146
0
/* Guidelines */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Refer to bugs and revision numbers in your commits (e.g. "fixes bug 1 caused by r1234")
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
== Access ==
Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
6c9b43899e040eb77bdd3fd137e64c3f7ec70ce3
2303
2301
2006-09-21T21:28:08Z
86.143.3.146
0
/* Access */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
== Access ==
Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s).
26bf7f131c94f86513b8d5bf59400b068f678bcd
2301
2300
2006-09-21T21:26:29Z
86.143.3.146
0
/* Access */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
== Access ==
Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled.
ba4e15294de14091edc3a1fccd7f7f844d07b629
2300
2296
2006-09-21T21:26:05Z
86.143.3.146
0
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
== Access ==
Those that commit considerable time to improve odamex may be granted full or partial access. Inactive accounts will tend to get frozen or disabled.
7ae69047ac14025324836d185339b42a1541a5bc
2296
2069
2006-09-20T06:35:56Z
60.234.130.11
0
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
** Change EOL modes of files, All files should be LF
6df4ef9f8e316212668b0376d1db642dbe76e78e
2069
2068
2006-04-13T16:19:18Z
Voxel
2
/* Guidelines */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
** Test your changes before every commit
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Make giant monolithic commits
** Make major changes without consulting maintainers
** Make frivolous commits
** Overwrite other people's recent work without asking them
ea523b7df4f5f59e367b9d8e33aee282aad7475c
2068
2067
2006-04-13T16:17:33Z
Voxel
2
/* Guidelines */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Commit giant monolithic commits
** Overwrite other people's recent work without asking them
** Make major changes without consulting maintainers
** Make frivolous commits
6699d88c1aaf4a0a819d248ab0c498b67c1ea6eb
2067
2066
2006-04-13T16:13:49Z
Voxel
2
/* Guidelines */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
** Seek comments on bugzilla and forum before making major changes
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Commit giant monolithic commits
** Overwrite other people's recent work without asking them
** Make major changes without consulting maintainers
711604b4b5eecfb899a9802908b99f3b5bbde7e3
2066
2065
2006-04-13T16:10:46Z
Voxel
2
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
== Guidelines ==
* Do
** Regularly update your working copy
** Commit individual improvements and corrections to the existing code
** Separate your commits semantically
** Make an informative comment with each commit
** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format)
* Do not
** Commit broken code to trunk or stable
** Commit untested code to stable
** Commit giant monolithic commits
2f23d647cb17b74da2b508f1285f9a4275db091a
2065
2064
2006-04-13T16:03:04Z
Voxel
2
/* Directory structure */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* '''[http://www.odamex.net/svn root]'''
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** other temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
4e4a1199d44572140038d3214490c7c343013fac
2064
1418
2006-04-13T16:02:10Z
Voxel
2
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Directory structure ==
Each branch keeps an entire odamex source tree.
* [root]
** '''trunk''' - bleeding edge development, may not always work
** '''branches'''
*** '''stable''' - synchronised with trunk when features mature
*** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer
*** '''...''' - temporary branches may be created or destoryed
** tags
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
4e35717d90c46139158ffea6d0d9caf5280609b5
1418
1417
2006-03-30T18:46:49Z
Voxel
2
/* Tested clients */
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://subversion.tigris.org/ svn]
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
302badb139027e7560e45e4cd091c151346dc210
1417
1373
2006-03-30T18:45:39Z
Voxel
2
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
== Tested clients ==
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
* svn for UNIX
== Change notification ==
Any changes to our svn repository are reported in:
* [http://odamex.net/changelog The Odamex Changelog]
* [[IRC|The Odamex IRC Channel]]
9f830ec92c1c5ff21c65319f1cf3897f0c32944d
1373
1354
2006-03-30T15:35:10Z
80.168.139.168
0
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients:
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
* svn for UNIX
ca0b6478ff29101aae873f1d280f3bbfccb55aed
1354
1353
2006-03-29T14:23:53Z
Voxel
2
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]]
SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients:
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
* svn for UNIX
1069073f63146a6959c66d82180fd8d786061cb4
1353
1334
2006-03-29T14:23:28Z
Voxel
2
wikitext
text/x-wiki
[[Image:Commits_group_multi_author_graph.png|thumb]]
SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients:
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
* svn for UNIX
f780e5f11f99f8ead3b2461df597cab4dd877ee7
1334
1333
2006-03-29T13:14:12Z
Voxel
2
wikitext
text/x-wiki
SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients:
* [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]]
* svn for UNIX
7a2d16b2b6c61939fc0d14c77b9c682054f31dd0
1333
1332
2006-03-29T13:13:56Z
Voxel
2
wikitext
text/x-wiki
SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients:
* [http://tortoisesvn.tigris.org/ tortoisesvn] for Windows
* svn for UNIX
7efac31ebe3b253a97dc8758a1a7d01e033102fa
1332
2006-03-29T13:11:19Z
Voxel
2
wikitext
text/x-wiki
SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]].
883db9fca641a0727b28b508b594db8454fe4c24
Sv aircontrol
0
1730
3562
2011-08-11T19:02:01Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Sv allowcheats
0
1664
3391
2010-08-06T03:33:42Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Abuse_Prevention#allowcheats]][[Category:Server_variables]]
6757127c294f9a01bb8c62bc761924707edb2e9a
Sv allowexit
0
1665
3392
2010-08-06T03:34:23Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ending_Games#allowexit]][[Category:Server_variables]]
1489b41a82e9a5fa7c54c6353432687bbbb34bb7
Sv allowjump
0
1691
3461
3418
2010-08-23T11:14:36Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3418
2010-08-06T04:03:31Z
Ralphis
3
wikitext
text/x-wiki
===sv_allowjump===
0: Disables player jumping (default)
1: Enables player jumping
[[Category:Server_variables]]
__NOEDITSECTION__
398d86898e24e8e3c7430b9ac43f2fc9bbf93d4d
Sv allowmovebob
0
1761
3635
2012-04-03T17:55:45Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
Sv allowpwo
0
1751
3620
2012-04-01T16:45:15Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
Sv allowredscreen
0
1750
3619
2012-04-01T16:43:17Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
Sv allowtargetnames
0
1692
3463
3420
2010-08-23T11:15:38Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3420
3419
2010-08-06T04:04:22Z
Ralphis
3
wikitext
text/x-wiki
===sv_allowtargetnames===
0: Disables the name targeting system<br>
1: Enables clients to use the name targeting system<br>
[[Category:Server_variables]]
__NOEDITSECTION__
82f99a01fb4753055d9f61b1a5d7a39a840c5f85
3419
2010-08-06T04:04:05Z
Ralphis
3
wikitext
text/x-wiki
===sv_allowtargetnames===
0: Disables the name targeting system
1: Enables clients to use the name targeting system (default)
[[Category:Server_variables]]
__NOEDITSECTION__
f7f445d5c3808519f0d4dab8763826a8b6f91485
Sv antiwallhack
0
1666
3393
2010-08-06T03:36:05Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Abuse_Prevention#antiwallhack]][[Category:Server_variables]]
505f5ad21f1e52d2d1640c925a7237c14dd0528f
Sv callvote coinflip
0
1753
3625
2012-04-01T17:03:50Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Coinflip]][[Category:Server_variables]]
f9eef67c585eb657e0180629b63e52e1884d5779
Sv callvote forcespec
0
1755
3627
2012-04-01T17:04:26Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Force]][[Category:Server_variables]]
3fa61cdd136bce19f51355099ecebef654e7e9ad
Sv callvote fraglimit
0
1747
3609
2012-02-12T16:34:05Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Fraglimit]][[Category:Server_variables]]
3ad655697ef0d71eb227f7330ad1fd3729b81c99
Sv callvote kick
0
1746
3608
2012-02-12T16:33:43Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Kick]][[Category:Server_variables]]
e528bc76de64ee1124aca956022a4cfb87ee214b
Sv callvote map
0
1745
3607
2012-02-12T16:32:52Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Map]][[Category:Server_variables]]
04550ce6c56bbb1915c1dfa398e23d0621aa8ac5
Sv callvote nextmap
0
1756
3628
2012-04-01T17:04:44Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Nextmap]][[Category:Server_variables]]
76e67816e48d50021ecb1e132dd219cb2ab8c8a6
Sv callvote randcaps
0
1758
3630
2012-04-01T17:05:16Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Random Captains]][[Category:Server_variables]]
f55f64578c79b2ab20cd3a4ffd3b03d31f7c2bff
Sv callvote randmap
0
1757
3629
2012-04-01T17:04:59Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Random Map]][[Category:Server_variables]]
0c57cad965b938963bf40720893e9895d405af84
Sv callvote randpickup
0
1759
3631
2012-04-01T17:05:33Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Random Pickup]][[Category:Server_variables]]
c796c2e94fcf13354787957f03e6f117d2841b55
Sv callvote restart
0
1754
3626
2012-04-01T17:04:05Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Restart]][[Category:Server_variables]]
b4ac1562aed80c6430a30a0c2ec19de853c1ef46
Sv callvote scorelimit
0
1749
3611
2012-02-12T16:34:52Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Scorelimit]][[Category:Server_variables]]
6de953c7b18131de79767288d264d1f62bcd2c56
Sv callvote timelimit
0
1748
3610
2012-02-12T16:34:25Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Timelimit]][[Category:Server_variables]]
03381b1311e7badae6b2fab148e8f87f0819d5ca
Sv curmap
0
1670
3397
2010-08-06T03:41:35Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_List#curmap]][[Category:Server_variables]]
fa04b2dd9cb22dd5f405f6f8d0eafb0ec7ec7240
Sv doubleammo
0
1667
3464
3394
2010-08-23T11:15:53Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3394
2010-08-06T03:38:14Z
Ralphis
3
wikitext
text/x-wiki
===doubleammo===
Usage: '''sv_doubleammo (0-1)'''
When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting.
[[Category:Server_variables]]
3eb9efeef743fa5e5547f22ab6a097f8389b191c
Sv email
0
1668
3395
2010-08-06T03:39:08Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#email]][[Category:Server_variables]]
f93c63bc83e67f1470b64804b7cb6e32a9789e02
Sv emptyfreeze
0
1752
3622
2012-04-01T16:53:21Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_List#emptyfreeze]][[Category:Server_variables]]
6dd6409c4bac116707b427a0f46193e374e333b8
Sv emptyreset
0
1669
3396
2010-08-06T03:39:45Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_List#emptyreset]][[Category:Server_variables]]
ab8e513752d924f20bad13eaeab33930de6c33d4
Sv endmapscript
0
1671
3398
2010-08-06T03:42:27Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_scripts]][[Category:Server_variables]]
4564d3afed988236845c043d030bb15715173e93
Sv fastmonsters
0
1694
3465
3423
2010-08-23T11:16:06Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3423
2010-08-06T04:13:29Z
Ralphis
3
wikitext
text/x-wiki
===sv_fastmonsters===
0: Monsters move at regular speed
1: Monsters move at nightmare speed, regardless of skill level.
[[Category:Server_variables]]
0ed6c6ae7fa91078bd631767691e420da3d55df6
Sv flooddelay
0
1672
3399
2010-08-06T03:43:14Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Abuse_Prevention#flooddelay]][[Category:Server_variables]]
da4fc59e2cb2a291e1e89b73b21f004d8b423b8c
Sv forcerespawn
0
1734
3570
2011-08-18T00:57:58Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype]][[Category:Server_variables]]
f6ae1f3936da1f623a3bd91c4af77cae56ecf4ba
Sv forcerespawntime
0
1735
3571
2011-08-18T00:58:19Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype]][[Category:Server_variables]]
f6ae1f3936da1f623a3bd91c4af77cae56ecf4ba
Sv fragexitswitch
0
1673
3400
2010-08-06T03:46:32Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ending_Games#fragexitswitch]][[Category:Server_variables]]
8ba72a620564a2f08787e02763bb1a68863e237c
Sv fraglimit
0
1674
3401
2010-08-06T03:47:42Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ending_Games#fraglimit]][[Category:Server_variables]]
74e47ee0ae7b68c77b8b3ecad7fdd5eac8efeac8
Sv freelook
0
1621
3462
3252
2010-08-23T11:15:25Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3252
2008-07-20T10:39:54Z
GhostlyDeath
32
wikitext
text/x-wiki
===sv_freelook===
0: Disables player freelook (default)
1: Enables player freelook
NOTE: This variable exists in 0.4.1 and up and replaced allowfreelook.
[[Category:Server_variables]]
__NOEDITSECTION__
da0396ef0ba5574654972857b05e45b6131794f6
Sv friendlyfire
0
1707
3450
2010-08-06T05:37:30Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[sv_gametype#sv_friendlyfire]][[Category:Server_variables]]
610e3c65c0de98f5e5f306c94be1dfa7ace13c2f
Sv gametype
0
1663
3634
3621
2012-04-03T17:55:25Z
Ralphis
3
wikitext
text/x-wiki
__NOEDITSECTION__
===Gametype===
Usage: '''sv_gametype (#)'''
{{Latched}}
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
{{Latched}}
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
{{Latched}}
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An examples of its potential application in different game modes, see [[sv_teamspawns]].
=== Client Behavior CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Allow Jump====
Usage: '''sv_allowjump (0-1)'''
When enabled, players will be able to jump. This may break intended game play on some maps.
====Allow Freelook====
Usage: '''sv_freelook (0-1)'''
When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps.
====Allow Preferred Weapon Order====
Usage: '''sv_allowpwo (0-1)'''
When enabled, players can choose when or if to switch to a newly picked up weapon automatically.
====Allow Red Damage Screen Toggle====
Usage: '''sv_allowredscreen (0-1)'''
When enabled, players can modify the intensity of their red damage screen.
====Allow Target Names====
Usage: '''sv_allowtargetnames (0-1)'''
When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight.
====Allow Weapon Bobbing Toggle====
Usage: '''sv_allowmovebob (0-1)'''
When enabled, players can modify the behavior of weapon swaying/bobbing.
====Double Ammo====
Usage: '''sv_doubleammo (0-1)'''
When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting.
====Force Player Respawn====
Usage: '''sv_forcerespawn (0-1)'''
When enabled, players are forced to respawn within the amount of time specified in '''sv_forcerespawntime'''.
====Force Player Respawn Time====
Usage: '''sv_forcerespawntime (#)'''
Only used when '''sv_forcerespawn''' is set to 1. Measured in seconds, this number will determine how long until a player is forced to respawn. The Odamex default is 30 seconds. Can be set to 0 for instant respawns.
====Infinite Ammo====
Usage: '''sv_infiniteammo (0-1)'''
When enabled, players will never drain ammo regardless of how much they fire their weapons.
====Unblock Players====
Usage: '''sv_unblockplayers (0/1)'''
{{Latched}}
When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts.
=== Map Environment CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Fast Monsters====
Usage: '''sv_fastmonsters (0-1)'''
When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar.
====Items Respawn====
Usage: '''sv_itemsrespawn (0-1)'''
{{Latched}}
When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended.
====Item Respawn Time====
Usage: '''sv_itemrespawntime (#)'''
Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds.
====Max Corpses====
Usage: '''sv_maxcorpses (#)'''
Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes.
====Monsters Respawn====
Usage: '''sv_monstersrespawn (0/1)'''
When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar.
====No Monsters====
Usage: '''sv_nomonsters (0/1)'''
{{Latched}}
When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes.
====Weapons Stay====
Usage: '''sv_weaponstay (0/1)'''
{{Latched}}
When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting.
=== Post-Game CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Intermission Timeleft Countdown====
Usage: '''sv_inttimecountdown (0/1)'''
{{Latched}}
When enabled, clients will see a countdown to the start of the next round during the intermission screen.
[[Category:Server_variables]]
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===Gametype===
Usage: '''sv_gametype (#)'''
{{Latched}}
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
{{Latched}}
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
{{Latched}}
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An examples of its potential application in different game modes, see [[sv_teamspawns]].
=== Client Behavior CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Allow Jump====
Usage: '''sv_allowjump (0-1)'''
When enabled, players will be able to jump. This may break intended game play on some maps.
====Allow Freelook====
Usage: '''sv_freelook (0-1)'''
When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps.
====Allow No Weapon Bobbing====
Usage: '''sv_allownobob (0-1)'''
When enabled, players can toggle the normal behavior of weapon swaying.
====Allow Preferred Weapon Order====
Usage: '''sv_allowpwo (0-1)'''
When enabled, players can choose when or if to switch to a newly picked up weapon automatically.
====Allow Red Damage Screen Toggle====
Usage: '''sv_allowredscreen (0-1)'''
When enabled, players can modify the intensity of their red damage screen.
====Allow Target Names====
Usage: '''sv_allowtargetnames (0-1)'''
When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight.
====Double Ammo====
Usage: '''sv_doubleammo (0-1)'''
When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting.
====Force Player Respawn====
Usage: '''sv_forcerespawn (0-1)'''
When enabled, players are forced to respawn within the amount of time specified in '''sv_forcerespawntime'''.
====Force Player Respawn Time====
Usage: '''sv_forcerespawntime (#)'''
Only used when '''sv_forcerespawn''' is set to 1. Measured in seconds, this number will determine how long until a player is forced to respawn. The Odamex default is 30 seconds. Can be set to 0 for instant respawns.
====Infinite Ammo====
Usage: '''sv_infiniteammo (0-1)'''
When enabled, players will never drain ammo regardless of how much they fire their weapons.
====Unblock Players====
Usage: '''sv_unblockplayers (0/1)'''
{{Latched}}
When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts.
=== Map Environment CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Fast Monsters====
Usage: '''sv_fastmonsters (0-1)'''
When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar.
====Items Respawn====
Usage: '''sv_itemsrespawn (0-1)'''
{{Latched}}
When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended.
====Item Respawn Time====
Usage: '''sv_itemrespawntime (#)'''
Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds.
====Max Corpses====
Usage: '''sv_maxcorpses (#)'''
Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes.
====Monsters Respawn====
Usage: '''sv_monstersrespawn (0/1)'''
When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar.
====No Monsters====
Usage: '''sv_nomonsters (0/1)'''
{{Latched}}
When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes.
====Weapons Stay====
Usage: '''sv_weaponstay (0/1)'''
{{Latched}}
When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting.
=== Post-Game CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Intermission Timeleft Countdown====
Usage: '''sv_inttimecountdown (0/1)'''
{{Latched}}
When enabled, clients will see a countdown to the start of the next round during the intermission screen.
[[Category:Server_variables]]
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===Gametype===
Usage: '''sv_gametype (#)'''
{{Latched}}
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
{{Latched}}
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
{{Latched}}
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An examples of its potential application in different game modes, see [[sv_teamspawns]].
=== Client Behavior CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Allow Jump====
Usage: '''sv_allowjump (0-1)'''
When enabled, players will be able to jump. This may break intended game play on some maps.
====Allow Freelook====
Usage: '''sv_freelook (0-1)'''
When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps.
====Allow No Weapon Bobbing====
Usage: '''sv_allownobob (0-1)'''
When enabled, players can toggle the normal behavior of weapon swaying.
====Allow Target Names====
Usage: '''sv_allowtargetnames (0-1)'''
When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight.
====Double Ammo====
Usage: '''sv_doubleammo (0-1)'''
When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting.
====Force Player Respawn====
Usage: '''sv_forcerespawn (0-1)'''
When enabled, players are forced to respawn within the amount of time specified in '''sv_forcerespawntime'''.
====Force Player Respawn Time====
Usage: '''sv_forcerespawntime (#)'''
Only used when '''sv_forcerespawn''' is set to 1. Measured in seconds, this number will determine how long until a player is forced to respawn. The Odamex default is 30 seconds. Can be set to 0 for instant respawns.
====Infinite Ammo====
Usage: '''sv_infiniteammo (0-1)'''
When enabled, players will never drain ammo regardless of how much they fire their weapons.
====Unblock Players====
Usage: '''sv_unblockplayers (0/1)'''
{{Latched}}
When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts.
=== Map Environment CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Fast Monsters====
Usage: '''sv_fastmonsters (0-1)'''
When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar.
====Items Respawn====
Usage: '''sv_itemsrespawn (0-1)'''
{{Latched}}
When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended.
====Item Respawn Time====
Usage: '''sv_itemrespawntime (#)'''
Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds.
====Max Corpses====
Usage: '''sv_maxcorpses (#)'''
Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes.
====Monsters Respawn====
Usage: '''sv_monstersrespawn (0/1)'''
When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar.
====No Monsters====
Usage: '''sv_nomonsters (0/1)'''
{{Latched}}
When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes.
====Weapons Stay====
Usage: '''sv_weaponstay (0/1)'''
{{Latched}}
When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting.
=== Post-Game CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Intermission Timeleft Countdown====
Usage: '''sv_inttimecountdown (0/1)'''
{{Latched}}
When enabled, clients will see a countdown to the start of the next round during the intermission screen.
[[Category:Server_variables]]
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===Gametype===
Usage: '''sv_gametype (#)'''
{{Latched}}
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
{{Latched}}
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
{{Latched}}
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An examples of its potential application in different game modes, see [[sv_teamspawns]].
=== Other Game Changing CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Allow Jump====
Usage: '''sv_allowjump (0-1)'''
When enabled, players will be able to jump. This may break intended game play on some maps.
====Allow Freelook====
Usage: '''sv_freelook (0-1)'''
When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps.
====Allow No Weapon Bobbing====
Usage: '''sv_allownobob (0-1)'''
When enabled, players can toggle the normal behavior of weapon swaying.
====Allow Target Names====
Usage: '''sv_allowtargetnames (0-1)'''
When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight.
====Double Ammo====
Usage: '''sv_doubleammo (0-1)'''
When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting.
====Fast Monsters====
Usage: '''sv_fastmonsters (0-1)'''
When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar.
====Infinite Ammo====
Usage: '''sv_infiniteammo (0-1)'''
When enabled, players will never drain ammo regardless of how much they fire their weapons.
====Items Respawn====
Usage: '''sv_itemsrespawn (0-1)'''
{{Latched}}
When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended.
====Item Respawn Time====
Usage: '''sv_itemrespawntime (#)'''
Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds.
====Max Corpses====
Usage: '''sv_maxcorpses (#)'''
Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes.
====Monsters Respawn====
Usage: '''sv_monstersrespawn (0/1)'''
When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar.
====No Monsters====
Usage: '''sv_nomonsters (0/1)'''
{{Latched}}
When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes.
====Unblock Players====
Usage: '''sv_unblockplayers (0/1)'''
{{Latched}}
When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts.
====Weapons Stay====
Usage: '''sv_weaponstay (0/1)'''
{{Latched}}
When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting.
=== Post-Game CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Intermission Timeleft Countdown====
Usage: '''sv_inttimecountdown (0/1)'''
{{Latched}}
When enabled, clients will see a countdown to the start of the next round during the intermission screen.
[[Category:Server_variables]]
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===Gametype===
Usage: '''sv_gametype (#)'''
{{Latched}}
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
{{Latched}}
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
{{Latched}}
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An examples of its potential application in different game modes, see [[sv_teamspawns]].
=== Other Game Changing CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Allow Jump====
Usage: '''sv_allowjump (0-1)'''
When enabled, players will be able to jump. This may break intended game play on some maps.
====Allow Freelook====
Usage: '''sv_freelook (0-1)'''
When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps.
====Allow Target Names====
Usage: '''sv_allowtargetnames (0-1)'''
When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight.
====Double Ammo====
Usage: '''sv_doubleammo (0-1)'''
When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting.
====Fast Monsters====
Usage: '''sv_fastmonsters (0-1)'''
When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar.
====Infinite Ammo====
Usage: '''sv_infiniteammo (0-1)'''
When enabled, players will never drain ammo regardless of how much they fire their weapons.
====Items Respawn====
Usage: '''sv_itemsrespawn (0-1)'''
{{Latched}}
When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended.
====Item Respawn Time====
Usage: '''sv_itemrespawntime (#)'''
Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds.
====Max Corpses====
Usage: '''sv_maxcorpses (#)'''
Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes.
====Monsters Respawn====
Usage: '''sv_monstersrespawn (0/1)'''
When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar.
====No Monsters====
Usage: '''sv_nomonsters (0/1)'''
{{Latched}}
When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes.
====Unblock Players====
Usage: '''sv_unblockplayers (0/1)'''
{{Latched}}
When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts.
====Weapons Stay====
Usage: '''sv_weaponstay (0/1)'''
{{Latched}}
When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting.
=== Post-Game CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Intermission Timeleft Countdown====
Usage: '''sv_inttimecountdown (0/1)'''
{{Latched}}
When enabled, clients will see a countdown to the start of the next round during the intermission screen.
[[Category:Server_variables]]
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===Gametype===
Usage: '''sv_gametype (#)'''
{{Latched}}
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
{{Latched}}
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
{{Latched}}
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An examples of its potential application in different game modes, see [[sv_teamspawns]].
=== Other Game Changing CVARs ===
'''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.'''''
====Allow Jump====
Usage: '''sv_allowjump (0-1)'''
When enabled, players will be able to jump. This may break intended game play on some maps.
====Allow Freelook====
Usage: '''sv_freelook (0-1)'''
When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps.
====Allow Target Names====
Usage: '''sv_allowtargetnames (0-1)'''
When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight.
====Double Ammo====
Usage: '''sv_doubleammo (0-1)'''
When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting.
====Fast Monsters====
Usage: '''sv_fastmonsters (0-1)'''
When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar.
====Infinite Ammo====
Usage: '''sv_infiniteammo (0-1)'''
When enabled, players will never drain ammo regardless of how much they fire their weapons.
====Items Respawn====
Usage: '''sv_itemsrespawn (0-1)'''
{{Latched}}
When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended.
====Item Respawn Time====
Usage: '''sv_itemrespawntime (#)'''
Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds.
====Max Corpses====
Usage: '''sv_maxcorpses (#)'''
Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes.
====Monsters Respawn====
Usage: '''sv_monstersrespawn (0/1)'''
When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar.
====No Monsters====
Usage: '''sv_nomonsters (0/1)'''
{{Latched}}
When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes.
====Unblock Players====
Usage: '''sv_unblockplayers (0/1)'''
{{Latched}}
When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts.
====Weapons Stay====
Usage: '''sv_weaponstay (0/1)'''
{{Latched}}
When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting.
[[Category:Server_variables]]
fe5184ec6ef3a15261c02bfe5cf1ea9704d47aa4
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{{Latched}} __NOEDITSECTION__
===Gametype===
Usage: '''sv_gametype (#)'''
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An examples of its potential application in different game modes, see [[sv_teamspawns]].
[[Category:Server_variables]]
a2d2bb92fd386db0f1adfb82577010a37d9a124d
3448
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wikitext
text/x-wiki
{{Latched}} __NOEDITSECTION__
===Gametype===
Usage: '''sv_gametype (#)'''
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
=== Relevant Teamplay CVARs ===
====Friendly Fire====
Usage: '''sv_friendlyfire (0-1)'''
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
====Teams in Play====
Usage: '''sv_teamsinplay (0-2)'''
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
====Team Spawns====
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An example of its potential application in the CTF gametype is as follows:
If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior.
[[Category:Server_variables]]
477bdfa3060fede14e90f6b96345e0e6e5ecb3a5
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{{Latched}} __NOEDITSECTION__
===Gametype===
Usage: '''sv_gametype (#)'''
The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
===The Gametypes===
For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]].
====Cooperative====
Usage: '''sv_gametype 0'''
====Deathmatch====
Usage: '''sv_gametype 1'''
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br>
*'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1
*'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0
*'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1
====Team Deathmatch====
Usage: '''sv_gametype 2'''
A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]].
====Capture the Flag====
Usage: '''sv_gametype 3'''
There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information.
[[Category:Server_variables]]
2e45ac99c23231733a6c7d89281c27390dbb427f
Sv globalspectatorchat
0
1699
3431
2010-08-06T04:43:15Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Abuse_Prevention#globalspectatorchat]][[Category:Server_variables]]
d8a9d5fb420991876739492c0db021b48eeeeb42
Sv gravity
0
1729
3560
2011-08-11T18:59:46Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Compatibility_Options]][[Category:Server_variables]]
4c228fbe56113899d1e415b2b14c847f566d1135
Sv hostname
0
1675
3402
2010-08-06T03:48:43Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#hostname]][[Category:Server_variables]]
36f8b9daf0c5f4f117c9a72748fb3abbf4417083
Sv infiniteammo
0
1695
3466
3424
2010-08-23T11:16:19Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3424
2010-08-06T04:14:27Z
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text/x-wiki
===sv_infiniteammo===
0: Players do not have infinite ammo
1: Players have infinite ammo
[[Category:Server_variables]]
2cabf37970b060b27afd90a89821872c2906afe9
Sv intermissionlimit
0
1740
3602
2012-02-04T22:51:01Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ending_Games#intermissionlimit]][[Category:Server_variables]]
333913f6fb822c3010609edfa4de17298d5b05f5
Sv inttimecountdown
0
1719
3542
2011-08-11T17:47:32Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Post-Game_CVARs]][[Category:Server_variables]]
069586782ef5ea65fe76347fbcc0b81ab3d4aa80
Sv itemrespawntime
0
1696
3468
3425
2010-08-23T11:16:52Z
Ralphis
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wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
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2010-08-06T04:20:15Z
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===sv_itemrespawntime===
Usage: sv_itemrespawntime #
# = seconds for item to respawn
[[Category:Server_variables]]
5dbd70b8f11a579c0438019eef57252172f0eded
Sv itemsrespawn
0
1676
3467
3403
2010-08-23T11:16:33Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3403
2010-08-06T03:50:25Z
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{{Latched}}
===sv_itemsrespawn===
0: Items dissappear after being picked up. They do not come back until the map has ended.<br>
1: With certain exceptions, items respawn after being picked up after a certain amount of time.<br>
[[Category:Server_variables]]
4d9cb222cf3c89d64f1dee3d8560ff0face650fc
Sv loopepisode
0
1677
3404
2010-08-06T03:51:46Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_List#loopepisode]][[Category:Server_variables]]
34b24f3a7aa145c4a69f62f347c754998bd1b213
Sv maxclients
0
1678
3405
2010-08-06T03:52:37Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#maxclients]][[Category:Server_variables]]
a060e18ad2ec05cfe1f46a90d11a549aef878eb2
Sv maxcorpses
0
1704
3469
3440
2010-08-23T11:17:09Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
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2010-08-06T05:04:27Z
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===sv_maxcorpses===
Usage: '''sv_maxcorpses (#)'''
Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes.
[[Category:Server_variables]]
2c5ad68b0cb42fd3d7b3dec3cc5548daddd47ac9
Sv maxplayers
0
1679
3406
2010-08-06T03:53:16Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#maxclients]][[Category:Server_variables]]
a060e18ad2ec05cfe1f46a90d11a549aef878eb2
Sv maxrate
0
1700
3434
2010-08-06T04:57:13Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#maxrate]][[Category:Server_variables]]
e2e279ab276a2c922143f4af0232d073db04a5d4
Sv monstersrespawn
0
1680
3470
3407
2010-08-23T11:17:23Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3407
2010-08-06T03:54:07Z
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===sv_monstersrespawn===
0: monsters don't respawn
1: monsters respawn (default)
[[Category:Server_variables]]
4b75f56583084a598d3dc73d3df791a6515d6822
Sv motd
0
1698
3429
2010-08-06T04:27:01Z
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wikitext
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#REDIRECT [[Basic_Server_Settings#motd]][[Category:Server_variables]]
803de9c49c5a46952e60d052e533b442d02d87b2
Sv natport
0
1701
3435
2010-08-06T04:57:30Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#natport]][[Category:Server_variables]]
d73652b2826a25e4ee1a2592e93a52d9b99e4196
Sv networkcompression
0
1702
3436
2010-08-06T04:57:49Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#networkcompression]][[Category:Server_variables]]
45ac90a8fea98be24a6d3fb4fbc5eff21c636787
Sv nextmap
0
1705
3441
2010-08-06T05:05:44Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_List#sv_nextmap]][[Category:Server_variables]]
aa1dbc15dad9364e1ae30e87bdfcea8074f30b09
Sv nomonsters
0
1681
3471
3408
2010-08-23T11:17:38Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3408
2010-08-06T03:55:04Z
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wikitext
text/x-wiki
{{Latched}}
===sv_nomonsters===
0: allow monsters
1: prevent monsters (default)
[[Category:Server_variables]]
45579aab371b714502e43325a5975914c00f3882
Sv scorelimit
0
1693
3421
2010-08-06T04:11:27Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ending_Games#scorelimit]][[Category:Server_variables]]
d60eebe9663a1dc26cf931496e9081975f991956
Sv shufflemaplist
0
1683
3410
2010-08-06T03:58:35Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_List#shufflemaplist]][[Category:Server_variables]]
f248eb1ee7392ebc9b87d1061ef5bed2e63751ff
Sv skill
0
1697
3426
2010-08-06T04:21:39Z
Ralphis
3
wikitext
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Explain this in basic server settings
d121854ce5112a04c178d841612c14dfb8cad251
Sv speedhackfix
0
1684
3411
2010-08-06T03:59:24Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Abuse_Prevention#speedhackfix]][[Category:Server_variables]]
000f8070de237b6fb333e55f9c97e1d860710204
Sv startmapscript
0
1685
3412
2010-08-06T04:00:01Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Map_scripts]][[Category:Server_variables]]
4564d3afed988236845c043d030bb15715173e93
Sv teamsinplay
0
1708
3451
2010-08-06T05:37:50Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[sv_gametype#sv_teamsinplay]][[Category:Server_variables]]
dd37fb76ef85e376fef367edcb2e917690781d50
Sv teamspawns
0
1653
3347
3346
2008-09-03T08:49:33Z
Ralphis
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=== What is sv_teamspawns and how do I use it? ===
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns (in maps that have them) that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
=== How sv_teamspawns relates to different modes ===
====Cooperative====
No usage.
====Deathmatch====
If set to 0, this allows maps with only team spawns (generally Capture the Flag maps) to be used in standard deathmatch.
If set to 1, if no regular DM starts exist the map cannot be played and will output the server error:
''ERROR: No deathmatch starts'' | ''sleeping for 10 seconds before map reload...''
====Team Deathmatch====
If set to 0, all team spawns become "normal" spawns which is the standard for Team Deathmatch modes. For instance, this allows server administrators the option to run a Capture the Flag map in TDM with random spawns as they would in a standard DM map.
If set to 1, teams will spawn in their team spawns allowing for a Team Deathmatch that will likely result in large chokes in the center of the map. This can add a new dimension to Team Deathmatch that is not commonly experienced in the mode with random spawns.
====Capture The Flag====
If set to 0, all team spawns will become "normal" spawns that are randomized. This can cause for a frantic game of CTF where players will eventually spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior for CTF.
[[Category:Server_variables]]
7fa1f93975e490f13f091d830c7abd5fa8331289
3346
2008-09-03T08:48:50Z
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=== What is sv_teamspawns and how do I use it? ===
Usage: '''sv_teamspawns (0-1)'''
This cvar changes the behavior of team spawns (in maps that have them) that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
=== How sv_teamspawns relates to different modes ===
====Deathmatch====
If set to 0, this allows maps with only team spawns (generally Capture the Flag maps) to be used in standard deathmatch.
If set to 1, if no regular DM starts exist the map cannot be played and will output the server error:
''ERROR: No deathmatch starts'' | ''sleeping for 10 seconds before map reload...''
====Team Deathmatch====
If set to 0, all team spawns become "normal" spawns which is the standard for Team Deathmatch modes. For instance, this allows server administrators the option to run a Capture the Flag map in TDM with random spawns as they would in a standard DM map.
If set to 1, teams will spawn in their team spawns allowing for a Team Deathmatch that will likely result in large chokes in the center of the map. This can add a new dimension to Team Deathmatch that is not commonly experienced in the mode with random spawns.
====Capture The Flag====
If set to 0, all team spawns will become "normal" spawns that are randomized. This can cause for a frantic game of CTF where players will eventually spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior for CTF.
[[Category:Server_variables]]
0086f09de51bf8ead3dba01b20f36dfebf49fbbb
Sv ticbuffer
0
1760
3633
2012-04-01T17:08:21Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#ticbuffer] [[Category:Server_variables]]
96a48104838811d48360d37c82096f505ced0f81
Sv timelimit
0
1686
3413
2010-08-06T04:00:35Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Ending_Games#scorelimit]][[Category:Server_variables]]
d60eebe9663a1dc26cf931496e9081975f991956
Sv unblockplayers
0
1712
3472
2010-08-23T11:17:57Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
Sv unlag
0
1732
3566
2011-08-11T19:08:02Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#unlagged] [[Category:Server_variables]]
8dccc7fa9023234078d1584bc759d56d8a73d48e
Sv upnp
0
1720
3549
3544
2011-08-11T18:30:28Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]]
05ec17ae43df211d6196621c155db2b1e5a540da
3544
2011-08-11T18:28:16Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]]
a2da5405914561dd5c2f432c47c70e5340614a99
Sv upnp description
0
1722
3550
3546
2011-08-11T18:30:41Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]]
05ec17ae43df211d6196621c155db2b1e5a540da
3546
2011-08-11T18:28:22Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]]
a2da5405914561dd5c2f432c47c70e5340614a99
Sv upnp discovertimeout
0
1721
3551
3545
2011-08-11T18:31:21Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]]
05ec17ae43df211d6196621c155db2b1e5a540da
3545
2011-08-11T18:28:19Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]]
a2da5405914561dd5c2f432c47c70e5340614a99
Sv upnp externalip
0
1724
3553
3548
2011-08-11T18:31:47Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]]
05ec17ae43df211d6196621c155db2b1e5a540da
3548
2011-08-11T18:28:28Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]]
a2da5405914561dd5c2f432c47c70e5340614a99
Sv upnp internalip
0
1723
3552
3547
2011-08-11T18:31:33Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]]
05ec17ae43df211d6196621c155db2b1e5a540da
3547
2011-08-11T18:28:25Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]]
a2da5405914561dd5c2f432c47c70e5340614a99
Sv usemasters
0
1687
3414
2010-08-06T04:01:08Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#usemasters]][[Category:Server_variables]]
1bb73fdfd4feb157e53f2aa7f7797bcf44c23b80
Sv vote countabs
0
1764
3660
2012-07-04T21:21:53Z
Ralphis
3
Redirected page to [[Voting#Count Absentee Votes]]
wikitext
text/x-wiki
#REDIRECT [[Voting#Count Absentee Votes]][[Category:Server_variables]]
b0b9645eea8418a06bc2b7d4dd20cffd8a6a4488
Sv vote majority
0
1742
3604
2012-02-12T16:30:21Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Vote_Majority]][[Category:Server_variables]]
7174fa4cb9e780c58bcf533de71e5575e42ef14f
Sv vote timelimit
0
1743
3605
2012-02-12T16:30:49Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Vote_Timelimit]][[Category:Server_variables]]
1105e1e02c9d2fb5930aa0cd019a19b8cced3f5b
Sv vote timeout
0
1744
3606
2012-02-12T16:31:21Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Voting#Vote_Timeout]][[Category:Server_variables]]
766b978c5f1022a6d99d4ba44143526ce998cb46
Sv waddownload
0
1688
3415
2010-08-06T04:01:43Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#waddownload] [[Category:Server_variables]]
38cb8741d1438664da09cbd312630830021ff08f
Sv weaponstay
0
1689
3473
3416
2010-08-23T11:18:18Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]]
6ad44d7342d0107fc7009af2607434e5a8867a35
3416
2010-08-06T04:02:18Z
Ralphis
3
wikitext
text/x-wiki
{{Latched}}
===sv_weaponstay===
0: Weapons disappear after being picked up. They respawn after a certain amount of time.<br>
1: Weapons stay put after being picked up.<br>
[[Category:Server_variables]]
b8aad1a91046e55fa6fa38eceae4edad7e2e8c16
Sv website
0
1690
3417
2010-08-06T04:02:53Z
Ralphis
3
wikitext
text/x-wiki
#REDIRECT [[Basic_Server_Settings#website]][[Category:Server_variables]]
09339c4e414647290d5be57f3cc42dbb528dffdd
Svn
0
1473
2546
2006-11-10T00:04:49Z
AlexMax
9
Svn moved to Subversion: SVN is an acronym. "Subversion" is the full, correct name.
wikitext
text/x-wiki
#redirect [[Subversion]]
f85aa2aee1994c1775644399a3163dfc792a4b8b
Target platforms
0
1294
2761
2760
2007-01-22T00:00:46Z
Deathz0r
6
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* {{wikipedia|Linux}} with gnu/gcc/make
* {{wikipedia|OSX}} with gnu/gcc/make
* {{wikipedia|FreeBSD}} with gnu/gcc/nmake
* {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005
* {{wikipedia|Vista}} with VC2005
* {{wikipedia|SPARC}} with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
Due to lacking SDL ports:
* PalmOS
* MS-DOS
== Odamex depends on ==
* SDL
* SDL_mixer
53f01ded1878c62aecc1f071a639025abb2a7a42
2760
2759
2007-01-22T00:00:27Z
Deathz0r
6
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* {{wikipedia|Linux}} with gnu/gcc/make
* {{wikipedia|OSX}} with gnu/gcc/make
* {{wikipedia|FreeBSD}} with gnu/gcc/nmake
* {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005
* {{wikipedia|Windows Vista}} with VC2005
* {{wikipedia|SPARC}} with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
Due to lacking SDL ports:
* PalmOS
* MS-DOS
== Odamex depends on ==
* SDL
* SDL_mixer
2cf1fbae43fbee35872844923e7a629f1986a358
2759
2758
2007-01-22T00:00:14Z
GhostlyDeath
32
/* Odamex does not build on */
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* {{wikipedia|Linux}} with gnu/gcc/make
* {{wikipedia|OSX}} with gnu/gcc/make
* {{wikipedia|FreeBSD}} with gnu/gcc/nmake
* {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005
* {{wikipedia|SPARC}} with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
Due to lacking SDL ports:
* PalmOS
* MS-DOS
== Odamex depends on ==
* SDL
* SDL_mixer
537063ed7126daebfa5b4e352b42dedb75a38b29
2758
2757
2007-01-21T23:56:13Z
Deathz0r
6
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* {{wikipedia|Linux}} with gnu/gcc/make
* {{wikipedia|OSX}} with gnu/gcc/make
* {{wikipedia|FreeBSD}} with gnu/gcc/nmake
* {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005
* {{wikipedia|SPARC}} with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
* to be determined
== Odamex depends on ==
* SDL
* SDL_mixer
00fd597fc09315e04506a499707bc243d8940aef
2757
2756
2007-01-21T23:54:52Z
Deathz0r
6
/* Odamex builds and runs on */
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* {{wikipedia|Linux}} with gnu/gcc/make
* {{wikipedia|OSX}} with gnu/gcc/make
* {{wikipedia|BSD}} with gnu/gcc/nmake
* {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005
* {{wikipedia|Sparc}} with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
* to be determined
== Odamex depends on ==
* SDL
* SDL_mixer
5b5a56c8b4d246b6c6e125ccfc23e3e6c45bacd3
2756
1909
2007-01-21T23:53:26Z
Deathz0r
6
/* Odamex does not build on */
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* {{wikipedia|Linux}} with gnu/gcc/make
* {{wikipedia|OSX}} with gnu/gcc/make
* {{wikipedia|BSD}} with gnu/gcc/nmake
* {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6
* {{wikipedia|Sparc}} with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
* to be determined
== Odamex depends on ==
* SDL
* SDL_mixer
9c14717b7cfca3e51218ec200b2c94ac466fe517
1909
1335
2006-04-07T20:57:40Z
Manc
1
/* Odamex builds and runs on */ wikipedia links
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* {{wikipedia|Linux}} with gnu/gcc/make
* {{wikipedia|OSX}} with gnu/gcc/make
* {{wikipedia|BSD}} with gnu/gcc/nmake
* {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6
* {{wikipedia|Sparc}} with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
* [[Windows]] with VC7 due to an abs function call
== Odamex depends on ==
* SDL
* SDL_mixer
f68a61e7c84a4568d32e3f9aa31bf66601930aee
1335
1320
2006-03-29T13:15:16Z
Voxel
2
/* Odamex builds and runs on */
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* [[Linux]] with gnu/gcc/make
* [[OSX]] with gnu/gcc/make
* [[BSD]] with gnu/gcc/nmake
* [[Windows]] with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6
* [[Sparc]] with gnu/gcc/nmake
* [[WINE]] with VC6
== Odamex does not build on ==
* [[Windows]] with VC7 due to an abs function call
== Odamex depends on ==
* SDL
* SDL_mixer
67b82eb71d6b539aed27359edecef10b2baa84a5
1320
1317
2006-03-29T12:49:39Z
Voxel
2
/* Odamex builds and runs on */
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* [[Linux]] with gnu/gcc/make
* [[OSX]] with gnu/gcc/make
* [[BSD]] with gnu/gcc/nmake
* [[Windows]] with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6
* [[Sparc]] with gnu/gcc/nmake
== Odamex does not build on ==
* [[Windows]] with VC7 due to an abs function call
== Odamex depends on ==
* SDL
* SDL_mixer
87ad0d3807e967e6fb07e98d57762a829e4406a6
1317
1316
2006-03-29T12:41:45Z
Voxel
2
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* [[Linux]] with gnu/gcc/make
* [[OSX]] with gnu/gcc/make
* [[BSD]] with gnu/gcc/nmake
* [[Windows]] with gnu/gcc/CodeBlocks and VC6
* [[Sparc]] with gnu/gcc/nmake
== Odamex does not build on ==
* [[Windows]] with VC7 due to an abs function call
== Odamex depends on ==
* SDL
* SDL_mixer
1d9f0650da8176d4cfb51215a84ab2e62f212641
1316
1315
2006-03-29T12:41:00Z
Voxel
2
/* Odamex builds and runs on */
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* [[Linux]] with gnu/gcc/make
* [[OSX]] with gnu/gcc/make
* [[BSD]] with gnu/gcc/nmake
* [[Windows]] with gnu/gcc/CodeBlocks and VC6
* [[Sparc]] with gnu/gcc/nmake
== Odamex does not build on ==
* [[Windows]] with VC7 due to an abs function call
1d40b8b30d8cccb96ed0f1502724608ea65dd660
1315
2006-03-29T12:39:30Z
Voxel
2
wikitext
text/x-wiki
Odamex runs and builds on 32 and 64 bit operating systems.
== Odamex builds and runs on ==
* [[Linux]] with gcc
* [[OSX]] with gcc
* [[BSD]] with gcc
* [[Windows]] with CodeBlocks and VC6
* [[Sparc]]
== Odamex does not build on ==
* [[Windows]] with VC7 due to an abs function call
4b01a4af2b88af7118ebbb4bfbb53323b2956c19
Test
0
1581
3192
3106
2008-06-03T00:12:28Z
Voxel
2
/* See also */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
You must build odamex as a console application. This is because if you run odamex from the command window (Start, Run: cmd) and it detaches from the command console, the tests will not work.
Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests:
<pre>
cd trunk\bin
tclsh85 ..\tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==Advanced TCL==
All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter
===Pipes===
''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe:
<pre>
set control [open "|./odamex" "w"]
</pre>
Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created):
<pre>
set control [open "|./odamex > odamex.log" "w"]
exec sleep 1
set output [open "odamex.log" "r"]
</pre>
And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''.
<pre>
set control [open "|./odamex > odamex.log" w]
exec sleep 1
set output [open "odamex.log" r]
puts $control quit
flush $control
close $control
close $output
</pre>
Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy.
==See also==
* [[Coding standard]]
* [http://odamex.org/regression.html Latest regression test report]
09b7254b0a332b976ab672c0f43b92464f971fa4
3106
3105
2008-05-06T01:51:56Z
Voxel
2
/* TCL Primer */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
You must build odamex as a console application. This is because if you run odamex from the command window (Start, Run: cmd) and it detaches from the command console, the tests will not work.
Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests:
<pre>
cd trunk\bin
tclsh85 ..\tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==Advanced TCL==
All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter
===Pipes===
''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe:
<pre>
set control [open "|./odamex" "w"]
</pre>
Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created):
<pre>
set control [open "|./odamex > odamex.log" "w"]
exec sleep 1
set output [open "odamex.log" "r"]
</pre>
And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''.
<pre>
set control [open "|./odamex > odamex.log" w]
exec sleep 1
set output [open "odamex.log" r]
puts $control quit
flush $control
close $control
close $output
</pre>
Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy.
==See also==
* [[Coding standard]]
33fc775e30593e709941213ae93a07fa9dc03c12
3105
3104
2008-05-06T01:51:02Z
Voxel
2
/* Under Windows */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
You must build odamex as a console application. This is because if you run odamex from the command window (Start, Run: cmd) and it detaches from the command console, the tests will not work.
Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests:
<pre>
cd trunk\bin
tclsh85 ..\tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==TCL Primer==
All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter
===Pipes===
''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe:
<pre>
set control [open "|./odamex" "w"]
</pre>
Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created):
<pre>
set control [open "|./odamex > odamex.log" "w"]
exec sleep 1
set output [open "odamex.log" "r"]
</pre>
And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''.
<pre>
set control [open "|./odamex > odamex.log" w]
exec sleep 1
set output [open "odamex.log" r]
puts $control quit
flush $control
close $control
close $output
</pre>
Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy.
==See also==
* [[Coding standard]]
63f18958c3af850dd17ac1234d33de34f23e53d0
3104
3103
2008-05-06T01:20:21Z
Voxel
2
/* Pipes */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests:
<pre>
cd trunk\bin
tclsh85 ..\tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==TCL Primer==
All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter
===Pipes===
''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe:
<pre>
set control [open "|./odamex" "w"]
</pre>
Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created):
<pre>
set control [open "|./odamex > odamex.log" "w"]
exec sleep 1
set output [open "odamex.log" "r"]
</pre>
And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''.
<pre>
set control [open "|./odamex > odamex.log" w]
exec sleep 1
set output [open "odamex.log" r]
puts $control quit
flush $control
close $control
close $output
</pre>
Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy.
==See also==
* [[Coding standard]]
3f6b9d16e7147a35017f3ab82085a69226e44663
3103
3102
2008-05-06T01:14:55Z
Voxel
2
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests:
<pre>
cd trunk\bin
tclsh85 ..\tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==TCL Primer==
All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter
===Pipes===
''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe:
<pre>
set control [open "|./odamex" "w"]
</pre>
Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created):
<pre>
set control [open "|./odamex > odamex.log" "w"]
exec sleep 1
set output [open "odamex.log" "r"]
</pre>
And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete):
<pre>
set control [open "|./odamex > odamex.log" w]
exec sleep 1
set output [open "odamex.log" r]
puts $control quit
close $control
close $output
</pre>
==See also==
* [[Coding standard]]
73413034803bea267d54607b1126f6a3841fdc74
3102
3101
2008-05-06T00:58:09Z
Voxel
2
/* Under Windows */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests:
<pre>
cd trunk\bin
tclsh85 ..\tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
c7faa3dded495aa965012ee5a785126da2177a60
3101
3100
2008-05-06T00:57:20Z
Voxel
2
/* Under Windows */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests:
<pre>
cd trunk\bin
tclsh ..\tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
42dd314c0ff9f5e66c25d1abb037575297584534
3100
3099
2008-05-06T00:46:09Z
Voxel
2
/* Running tests */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
bd44ad26b5d5fc3433fc74ced3c0ad583a44d433
3099
3098
2008-05-06T00:45:16Z
Voxel
2
/* Running tests */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL binaries] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState])
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
b82ab13b06324d6df7dadfddbd9ab01942ed048f
3098
3097
2008-05-06T00:44:19Z
Voxel
2
/* Running tests */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk/ TCL binaries] installed (free download from [http://www.activestate.com/store/activetcl/download/])
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
a53fa7ac97b6fc3d64fb9d5343fee59031725640
3097
3096
2008-05-06T00:34:46Z
Voxel
2
/* Writing tests */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk TCL] installed
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
890994fee4897492ed1114f707cbc5988c4c4266
3096
3094
2008-05-06T00:33:59Z
Voxel
2
/* Running tests */
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have [http://tcl.tk TCL] installed
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in TCL, as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
c32e687c31d86ec58ebe4c7460aa3b96b39567da
3094
3093
2008-05-05T20:06:58Z
Voxel
2
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have TCL installed (see tcl.tk)
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in TCL, as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
9b84899b01aea894876f238fca579893708ad8d5
3093
3092
2008-05-05T20:05:04Z
Voxel
2
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have TCL installed (see tcl.tk)
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under Unix===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test (a list of lists of 3 items)
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 0] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
373ed559f4fefb7f094ce498949f2c61d10bdcb4
3092
3060
2008-05-05T18:30:46Z
Voxel
2
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Running tests==
You will need to have TCL installed (see tcl.tk)
===Under Windows===
Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests:
<pre>
cd trunk
tests\commands\cmdSay.tcl
</pre>
===Under unix and OSX===
You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there:
<pre>
cd trunk
tests/commands/cmdSay.tcl
</pre>
==Writing tests==
Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 1] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
cf32955d01a6ceb3e6386cc6ddad370d78f24ad0
3060
3059
2008-05-05T14:27:50Z
Voxel
2
wikitext
text/x-wiki
Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory.
==Writing tests==
Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 1] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
==See also==
* [[Coding standard]]
c193ddd98c7f4571fe294a5946882d3c1092c746
3059
3058
2008-05-05T14:26:35Z
Voxel
2
/* Writing tests */
wikitext
text/x-wiki
Since 0.3, Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory
==Writing tests==
Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes.
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 1] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
0648d70b539c0f233011176444db12d5c497a56a
3058
3047
2008-05-05T14:24:55Z
Voxel
2
wikitext
text/x-wiki
Since 0.3, Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory
==Writing tests==
Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
==Example==
<pre>
#!/bin/bash
# Do not change these first three lines \
exec tclsh "$0" "$@"
# Create a list of demos to test
lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}"
lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}"
lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}"
foreach demo $demos {
# Run this demo
set stdout [exec ./odamex -nosound -novideo \
-iwad [lindex $demo 1] \
+demotest [lindex $demo 1]]
# Take the last line of output
set result [lindex [split $stdout "\n"] end]
# Take the last item in this demo line (see top of test)
set expected [lindex $demo 2]
# Compare them
if { $result != $expected} {
puts "FAIL $demo | $result"
} else {
puts "PASS $demo | $result"
}
}
</pre>
bedfb3e5d37e3af98c75c102aa3eee1e9342760b
3047
2008-05-05T14:07:33Z
Voxel
2
wikitext
text/x-wiki
Since 0.3, Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory
==Writing tests==
Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL".
a8cc65de6c5212c8b7b6949c3557265121592f66
Testcolor
0
1448
2227
2226
2006-05-03T15:35:20Z
AlexMax
9
/* testcolor ''<color>'' ''<amount>'' */
wikitext
text/x-wiki
===testcolor ''color'' ''amount''===
No apparent effect. A reminant of ZDoom.
[[Category:Client_commands]]
3fb5d196c39692db81fe4bcf1727081569fa6b9b
2226
2006-05-03T15:34:48Z
AlexMax
9
wikitext
text/x-wiki
===testcolor ''<color>'' ''<amount>''===
No apparent effect. A reminant of ZDoom.
[[Category:Client_commands]]
15c88e6625c2cce8517c68645454d6d7c9edabb2
Testfade
0
1410
2119
2006-04-14T18:41:26Z
AlexMax
9
wikitext
text/x-wiki
===testfade ''color''===
Changes the 'fade' color to color ''color''. Default is '''black'''.
[[Category:Client_commands]]
48171f5316855ab31c7b4275607641863377c08c
Timeline
0
1503
3947
3661
2020-05-09T18:07:09Z
Ralphis
3
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
* On December 10th, Odamex "[[Releases|0.5.1]]" is officially released.
===2011===
* On June 14th, Odamex "[[Releases|0.5.2]]" is officially released.
* On June 24th, Odamex "[[Releases|0.5.3]]" is officially released.
* On August 9th, Odamex "[[Releases|0.5.4]]" is officially released.
* On October 29th, Odamex "[[Releases|0.5.5]]" is officially released.
* On November 5th, Odamex "[[Releases|0.5.6]]" is officially released.
===2012===
* On May 12th, Odamex "[[Releases|0.6.0]]" is officially released.
* On July 4th, Odamex "[[Releases|0.6.1]]" is officially released.
* On December 15th, Odamex "[[Releases|0.6.2]]" is officially released.
===2013===
* At Quakecon 2013, Odamex is used as the official Doom port for the Doom 20th Anniversary events.
* On August 4th, Odamex "[[Releases|0.6.4]]" is officially released.
===2014===
* On March 27th, Odamex "[[Releases|0.7.0]]" is officially released.
===2018===
* On January 25th, Odamex "[[Releases|0.8.0]]" is officially released.
===2019===
* At Quakecon 2019, Odamex is once again used as the official Doom port for the Doom events and tournaments.
* On July 22nd, Odamex "[[Releases|0.8.1]]" is officially released.
===2020===
* On April 4th, Odamex "[[Releases|0.8.2]]" is officially released.
7ab3efe3cafabc46e684fbf6a7a69150c2d999c2
3661
3656
2012-07-05T04:28:22Z
Ralphis
3
/* 2012 */ 0.6.1
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
* On December 10th, Odamex "[[Releases|0.5.1]]" is officially released.
===2011===
* On June 14th, Odamex "[[Releases|0.5.2]]" is officially released.
* On June 24th, Odamex "[[Releases|0.5.3]]" is officially released.
* On August 9th, Odamex "[[Releases|0.5.4]]" is officially released.
* On October 29th, Odamex "[[Releases|0.5.5]]" is officially released.
* On November 5th, Odamex "[[Releases|0.5.6]]" is officially released.
===2012===
* On May 12th, Odamex "[[Releases|0.6.0]]" is officially released.
* On July 4th, Odamex "[[Releases|0.6.1]]" is officially released.
664cd1ef227bc3c0f20ae308168f16024820cbae
3656
3653
2012-05-23T16:06:55Z
Manc
1
/* 2012 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
* On December 10th, Odamex "[[Releases|0.5.1]]" is officially released.
===2011===
* On June 14th, Odamex "[[Releases|0.5.2]]" is officially released.
* On June 24th, Odamex "[[Releases|0.5.3]]" is officially released.
* On August 9th, Odamex "[[Releases|0.5.4]]" is officially released.
* On October 29th, Odamex "[[Releases|0.5.5]]" is officially released.
* On November 5th, Odamex "[[Releases|0.5.6]]" is officially released.
===2012===
* On May 12th, Odamex "[[Releases|0.6.0]]" is officially released.
564957242a51d44d246d1396c705704a7d8ab6f2
3653
3577
2012-05-12T05:13:04Z
Ralphis
3
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
* On December 10th, Odamex "[[Releases|0.5.1]]" is officially released.
===2011===
* On June 14th, Odamex "[[Releases|0.5.2]]" is officially released.
* On June 24th, Odamex "[[Releases|0.5.3]]" is officially released.
* On August 9th, Odamex "[[Releases|0.5.4]]" is officially released.
* On October 29th, Odamex "[[Releases|0.5.5]]" is officially released.
* On November 5th, Odamex "[[Releases|0.5.6]]" is officially released.
===2012===
* On May 12th, Odamex "[[Releases|6.0.0]]" is officially released.
04148b77b2d25ff994ed7f750bf0e6a9e534ee47
3577
3573
2011-11-05T04:11:40Z
Ralphis
3
0.5.6 add
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
* On December 10th, Odamex "[[Releases|0.5.1]]" is officially released.
===2011===
* On June 14th, Odamex "[[Releases|0.5.2]]" is officially released.
* On June 24th, Odamex "[[Releases|0.5.3]]" is officially released.
* On August 9th, Odamex "[[Releases|0.5.4]]" is officially released.
* On October 29th, Odamex "[[Releases|0.5.5]]" is officially released.
* On November 5th, Odamex "[[Releases|0.5.6]]" is officially released.
899215b6f01bee434b9da27cf8aca7da38dc7985
3573
3530
2011-10-29T21:14:42Z
Ralphis
3
/* 2011 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
* On December 10th, Odamex "[[Releases|0.5.1]]" is officially released.
===2011===
* On June 14th, Odamex "[[Releases|0.5.2]]" is officially released.
* On June 24th, Odamex "[[Releases|0.5.3]]" is officially released.
* On August 9th, Odamex "[[Releases|0.5.4]]" is officially released.
* On October 29th, Odamex "[[Releases|0.5.5]]" is officially released.
155b48b57919242f22de2de18500365b1ae7204a
3530
3492
2011-08-10T03:57:16Z
Ralphis
3
0.5.1 - 0.5.4
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
* On December 10th, Odamex "[[Releases|0.5.1]]" is officially released.
===2011===
* On June 14th, Odamex "[[Releases|0.5.2]]" is officially released.
* On June 24th, Odamex "[[Releases|0.5.3]]" is officially released.
* On August 9th, Odamex "[[Releases|0.5.4]]" is officially released.
e40aac2b885e2e1a60288c36d70d4ddc71b36a92
3492
3369
2010-09-02T23:30:56Z
Ralphis
3
0.5.0 added
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
===2010===
* On August 25th, Odamex "[[Releases|0.5.0]]" is officially released.
733eef0795ff8b1f6812a183ae70569824d1da50
3369
3356
2009-12-26T04:54:02Z
Ralphis
3
0.4.3 and 0.4.4 releases
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
===2009===
* On March 7th, Odamex "[[Releases|0.4.3]]" is officially released.
* On December 25th, Odamex "[[Releases|0.4.4]]" is officially released.
5147dda73a619dc08a2e13dbf154423e7deb5247
3356
3263
2008-10-09T15:49:20Z
Ralphis
3
/* 2008 */ 0.4.2
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
* On October 8th, Odamex "[[Releases|0.4.2]]" is officially released.
5a0d3d32a87934bf5ef01785873cc17b3c9f214c
3263
3221
2008-08-03T18:22:54Z
Ralphis
3
0.4.1 release date
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
* On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released.
4a36484efd0efe6d0358558d1c783b3d957c3561
3221
3150
2008-06-06T22:25:10Z
Ralphis
3
/* 2008 */ 0.4.0
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
* On June 6th, Odamex "[[Releases|0.4.0]]" is officially released.
1ba6c3feeece83b2544958cad1faf4fc4b683ccf
3150
3145
2008-05-26T04:46:49Z
Ralphis
3
releases link
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
''For a detailed history of official Odamex releases, see [[releases]].''
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
255f2fec585e97ffeda8844720a2ba0030eaa182
3145
3138
2008-05-24T02:26:03Z
Voxel
2
/* 2007 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
de864544988f2dc2a6de04692915664bba44308b
3138
3034
2008-05-18T17:24:08Z
Voxel
2
/* 2007 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Odamex_0.3 |0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
419c4b890b50e25866f862c2d5c1a02f32525da1
3034
2961
2008-05-04T13:46:26Z
Ralphis
3
Added Magfest visit
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Odamex_0.3 | 0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
===2008===
* Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]].
1756b015df46ccde8a09be601cc1750d452dfe02
2961
2960
2007-11-07T05:05:43Z
Ralphis
3
/* 2007 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Odamex_0.3 | 0.3]]" is officially released. The alpha/beta prefix is dumped.
* On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest.
8595d44cbf5d0659d3714f69f8d2301362440ef1
2960
2885
2007-11-04T05:10:35Z
Ralphis
3
/* 2007 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
* On November 4th, Odamex "[[Odamex_0.3 | 0.3]]" is officially released. The alpha/beta prefix is dumped.
80597b1047d2a0303a3c8dfd4c4375c0a8756c33
2885
2725
2007-04-05T20:34:40Z
AlexMax
9
/* 2007 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
* On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2".
f407910f8b77568a5e8f41010d64d75eed2cc108
2725
2693
2007-01-19T05:49:20Z
Ralphis
3
/* 2007 */
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
* On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1".
25e06dbfe2fee373e76c9afe239e01f76542d1db
2693
2688
2007-01-17T22:45:44Z
Ralphis
3
jan 15 info
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
* On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on.
63b98f5d821db1c303bfbc47c7bdb9df8afd4051
2688
2687
2007-01-15T14:49:01Z
Deathz0r
6
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
9e0b10fc87cae010413735da7c90386b825bcd29
2687
2686
2007-01-15T14:41:22Z
Deathz0r
6
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first made progress on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
16a12a7b0d0fcabc24141e2789955fda5a2a7271
2686
2684
2007-01-15T14:38:59Z
Deathz0r
6
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th.
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* The goal to make Odamex GPL compatible first started on March 11th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
295cf4e3075f93adfffbe98980183dabbff28bd6
2684
2683
2007-01-15T14:32:18Z
Ralphis
3
/* 2005 */ removed name linkage
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis.
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
63a775e189fbfcc5f27db9f2a38410a56efb1ac2
2683
2682
2007-01-15T14:32:03Z
Ralphis
3
Added self-zero pointer code by suggestion of deathz0r
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]].
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* Odamex team member Toke passes away on August 19th.
* Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
0982d4518dcd2ba130cbfbd7dfa155d0213930fa
2682
2681
2007-01-15T14:29:47Z
Ralphis
3
/* 2005 */ Added SVN repository creation
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]].
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
* SVN Repository created on October 1st.
===2006===
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* Odamex team member Toke passes away on August 19th.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
671dc8050f42e0ac4cf04338979bab6640ecb5e4
2681
2680
2007-01-15T14:28:58Z
Ralphis
3
/* 2006 */ fixed milestone date and added Toke RIP
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]].
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
===2006===
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on February 28th.
* Odamex team member Toke passes away on August 19th.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
f27c716896a47dcd933d335fba45d3221f16c7cf
2680
2679
2007-01-15T14:26:02Z
Ralphis
3
Added some more dates including milestones
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]].
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
* New lead programmer, denis, joins the project on September 23rd.
===2006===
* Milestone: 500th SVN commit on January 29th.
* Milestone: 1000th SVN commit on October 28th.
* Manc officially opened the website on October 23rd.
* Milestone: 2000th SVN commit on November 11th.
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
4bd6f56f7ce9df8d107c3a4b37cda1e3f722fa51
2679
2007-01-15T14:13:13Z
Ralphis
3
wikitext
text/x-wiki
This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project.
===2005===
* Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]].
* On August 25th, Zwango was renamed to Odamex by the team.
* Toke programmed CTF into Odamex, first CTF alpha dated September 8th.
===2006===
===2007===
* On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]]
ef62e8445d2c8235d22718d895f686327251003a
Timidity
0
1540
3368
3335
2009-01-17T08:14:00Z
Russell
4
wikitext
text/x-wiki
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
= Linux =
Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below.
= Windows =
== Installation ==
This is a basic installation guide that will show you how to use soundfonts with the timidity driver and thus use it with Odamex
The driver has Timidity++ built in, so you will not need timidity.
=== Install the Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Configuring the driver ==
=== Installing SoundFont ===
We HIGHLY recommend you get the [http://www.bredel.homepage.t-online.de/Soundfonts/Soundfonts-English/soundfonts-english.html 8MBGM ENHANCED] soundfont for that almost-authentic sound, the size is around 17mb, but is alot smaller and better sounding than using EAWPATS
To install it:
# Download and unzip/rar the file to a location
# Open '''timidity.cfg''' in your windows directory
# Comment/delete all lines in the file
# Add only a single line, replacing relevant bits like drive, path etc:
#: <pre> soundfont "drive:\path\soundfont.sf2" </pre>
# Save the file and close it
=== Set the default driver ===
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
=== Usage ===
If all goes well, you can run Odamex and the music should play.
=== Notes ===
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
You can adjust the master/wave volume sliders in the windows volume control, also the sound one inside Odamex to get the best levels.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
3acf42fd9041239f2dd4ec5dce27f88c20229ed3
3335
3009
2008-08-13T11:26:28Z
Russell
4
wikitext
text/x-wiki
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
= Linux =
Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below.
= Windows =
== Overview ==
Timidity on Windows comes in 2 flavours: SDL_mixer's Built-in support or a windows driver.
SDL_mixers built-in version is very old and has a few problems (memory leaks, bad sound handling, squeaks/pops etc), the only benefit it offers over the driver is the ability to change the music volume inside Odamex and the fact you will only need to download GUS patches.
To use it, you will need to have a timidity.cfg in the Odamex directory that points to the location of your GUS patch set.
The driver may be a better solution if you want a newer version (it is Timidity++), higher quality sound with less bugs. It can also be used with other programs on the system that support MIDI.
As mentioned above, the volume cannot be changed with the music/midi slider, in Odamex or the windows volume applet (You can work around this if you fiddle with the Wave and Master sliders, along with the sound slider in Odamex)
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
The driver has Timidity++ built in, so you will not need timidity.
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir.
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
= Notes =
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
= Resources =
== GUS patches ==
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
[http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches
6a8eeb2433bfa7f4af68b6731c3f01d7693315f0
3009
2980
2008-03-26T02:24:02Z
Russell
4
wikitext
text/x-wiki
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
= Linux =
Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below.
= Windows =
== Overview ==
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
The driver has Timidity++ built in, so you will not need timidity.
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir.
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
= Notes =
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
= Resources =
== GUS patches ==
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
[http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches
0a79cac1abf2ac5f12ef13f9f5ed25966b0feb63
2980
2979
2008-01-12T23:23:44Z
Voxel
2
wikitext
text/x-wiki
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
= Linux =
Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below.
= Windows =
== Overview ==
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though)
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir.
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
= Notes =
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
= Resources =
== GUS patches ==
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
[http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches
621801d7628bfa1d5d4539937e6cc2b7419dbd73
2979
2977
2008-01-12T23:21:20Z
Voxel
2
wikitext
text/x-wiki
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
= Linux =
Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below.
= Windows =
== Overview ==
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though)
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir.
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
== Notes ==
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
[http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches
516bc63e9241eb95c9a298fe47f5a11968b2ae31
2977
2865
2008-01-12T23:17:38Z
Voxel
2
Timidity support moved to Timidity
wikitext
text/x-wiki
== Overview ==
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though)
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir.
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
== Notes ==
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
[http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches
7136bc1f876ce8c9ac2c135e19f3d1675056a137
2865
2860
2007-02-25T23:03:41Z
Russell
4
wikitext
text/x-wiki
== Overview ==
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though)
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir.
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
== Notes ==
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
[http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches
7136bc1f876ce8c9ac2c135e19f3d1675056a137
2860
2856
2007-02-24T01:25:45Z
Russell
4
wikitext
text/x-wiki
== Overview ==
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though)
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
== Notes ==
There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
b53fa708d34672bd772b91dbfce3b1fde532dede
2856
2855
2007-02-19T00:43:20Z
Russell
4
wikitext
text/x-wiki
== Overview ==
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though)
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback" combobox as "Timidity++ Driver"
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
9675a3cdd05d37783606bbc4c7762ce3bea87c92
2855
2007-02-18T11:10:08Z
Russell
4
wikitext
text/x-wiki
== Overview ==
TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones.
Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback.
== Installation ==
This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex
You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though)
=== GUS patches ===
You can download these from various sources on the web, [http://www.google.com Google] is a good start.
Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed)
=== Timidity driver ===
The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2)
Extract to a location on your hard disk
Follow the instructions in ''windrv.txt'' in the zip file or:
<pre>
Navigate to: Start->Settings->Control Panel->Add Hardware Wizard
Click Next
Click "Yes, I have already connected the hadware."
Click Next
Select "Add a new Hardware device"
Click Next
Select "Install the hardware that manually select from list[Advanced]"
Click Next
Select "sound, video and game contollers"
Click Next
Click "Have Disk ..."
Click "Browse" and find timiditydrv.INF where you extracted it
Click OK
Click "Continue Anyway"
Click Finish.
</pre>
The driver is now installed.
== Usage ==
To use the driver, do the following:
<pre>
Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices
Click Audio Tab
Select "MIDI music playback as '''Timidity++ Driver'''
Click OK
</pre>
The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info.
If all goes well, you can run Odamex and the sound should come through the driver.
== External Links ==
[http://timidity.sourceforge.net/ TiMidity++ sourceforge site]
[https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)]
015b350f6447bf5c78517415335232e28fd015e2
Timidity support
0
1569
2978
2008-01-12T23:17:39Z
Voxel
2
Timidity support moved to Timidity: nothing links to "timidity support"
wikitext
text/x-wiki
#redirect [[Timidity]]
95588d983ba96a665985da964ebe9243c41bdb4d
Toggleconsole
0
1375
1766
1756
2006-04-03T19:22:00Z
AlexMax
9
wikitext
text/x-wiki
===toggleconsole===
Toggles the display of the console.
[[Category:Client_commands]]
b5910751a431ccf78278252c2a23f6a355cb0005
1756
2006-04-03T19:16:03Z
AlexMax
9
wikitext
text/x-wiki
'''toggleconsole'''
Toggles the display of the console.
[[Category:Client_commands]]
12d259148c1f3a0135b25d7148472a34c2de2086
Togglemap
0
1406
2112
2006-04-14T18:32:03Z
AlexMax
9
wikitext
text/x-wiki
===togglemap===
Toggles the display of the automap.
[[Category:Client_commands]]
8c51381dc3038e5e176eefc7fe81714de492d5ec
Togglemessages
0
1372
1834
1769
2006-04-04T17:16:53Z
Voxel
2
/* togglemessages */
wikitext
text/x-wiki
===togglemessages===
Toggles the display of messages on the top of your screen durring play. Messages are still recorded in the console itself, however. Also, see [[show_messages]].
[[Category:Client_commands]]
2a4ccaf73a5ac1fe8d1ec7c83811f631172c6420
1769
1753
2006-04-03T19:23:10Z
AlexMax
9
wikitext
text/x-wiki
===togglemessages===
Toggles the display of messages on the top of your screen durring play. Messages are still recorded in the console itself, however.
[[Category:Client_commands]]
9b6f24aee518ab2fdb8f9dc0406599f6d15d2762
1753
2006-04-03T19:14:22Z
AlexMax
9
wikitext
text/x-wiki
'''togglemessages'''
Toggles the display of messages on the top of your screen durring play. Messages are still recorded in the console itself, however.
[[Category:Client_commands]]
f800d01467c5c75bf889e19c07cd14b5d4be7da2
Troubleshooting
0
1314
3782
3781
2013-12-13T04:56:03Z
HeX9109
64
/* WADs and directories */
wikitext
text/x-wiki
{{stub}}
== Common problems ==
=== Music/Sound on Windows Vista/7 ===
Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely.
To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations.
The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]:
<pre>
1) Download freepats-*.zip (where * indicates latest date)
2) Unzip into C:\TIMIDITY
3) Rename crude.cfg to timidity.cfg
4) Run Odamex
</pre>
Another option is to ignore sdl_mixer and use Portmidi, which is now the default sound playback system on Windows
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline -waddir parameter
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR.
Odamex will also autodetect iwads that are installed from an official retail installation, whether from floppy disk, CD, internet purchase from id software, or the Steam releases of Doom.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
8a9dd35b57ee3b1255ec511e5347611dab1dd26c
3781
3590
2013-12-13T04:54:24Z
HeX9109
64
/* Music/Sound on Windows Vista/7 */
wikitext
text/x-wiki
{{stub}}
== Common problems ==
=== Music/Sound on Windows Vista/7 ===
Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely.
To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations.
The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]:
<pre>
1) Download freepats-*.zip (where * indicates latest date)
2) Unzip into C:\TIMIDITY
3) Rename crude.cfg to timidity.cfg
4) Run Odamex
</pre>
Another option is to ignore sdl_mixer and use Portmidi, which is now the default sound playback system on Windows
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline -waddir parameter
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
03cfd78a1e1700188e21af9f93e5bd7cd4870c5f
3590
3589
2011-12-29T22:03:59Z
Russell
4
wikitext
text/x-wiki
{{stub}}
== Common problems ==
=== Music/Sound on Windows Vista/7 ===
Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely.
To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations.
The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]:
<pre>
1) Download freepats-*.zip (where * indicates latest date)
2) Unzip into C:\TIMIDITY
3) Rename crude.cfg to timidity.cfg
4) Run Odamex
</pre>
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline -waddir parameter
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
8e1d8274c1c31f7fcb8ec83b56e25931472b18f8
3589
3476
2011-12-29T22:01:27Z
Russell
4
wikitext
text/x-wiki
{{stub}}
== Common problems ==
=== Music/Sound on Windows Vista/7 ===
Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely.
To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations.
The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]:
1) Download freepats-*.zip (where * indicates latest date)
2) Unzip into C:\TIMIDITY
3) Rename crude.cfg to timidity.cfg
4) Run Odamex
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline -waddir parameter
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
90ef12e490d14787ddc7d42b62dd33b0e44d559f
3476
2662
2010-08-23T11:33:57Z
Ralphis
3
/* Common problems */
wikitext
text/x-wiki
{{stub}}
== Common problems ==
=== Music/Sound on Windows Vista/7 ===
Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely.
To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations.
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline -waddir parameter
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
3bbc7999f25f8fb50dd7e08e13fe827b695ab2b7
2662
2359
2007-01-09T21:11:41Z
Ralphis
3
wikitext
text/x-wiki
{{stub}}
== Common problems ==
1) get gun
2) shoot trouble
no, seriously.
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline -waddir parameter
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
5cb03c0c3551d8ec0a7331bd00187fbee1edda78
2359
2358
2006-09-30T11:10:28Z
86.138.239.0
0
/* WADs and directories */
wikitext
text/x-wiki
== Common problems ==
1) get gun
2) shoot trouble
no, seriously.
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline -waddir parameter
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
ff815cf10a8b9b74437a26c9c45399c8d4d45da3
2358
2090
2006-09-30T11:04:18Z
86.138.239.0
0
wikitext
text/x-wiki
== Common problems ==
1) get gun
2) shoot trouble
no, seriously.
=== WADs and directories ===
Odamex looks for wads in the following order:
* Commandline waddir
* DOOMWADDIR environment variable
* Working directory
* Program directory
Make sure at least one of those has the wads you want to use.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
5460e6eb13874dbcc73b7c6165235e45e0f5bd20
2090
2089
2006-04-14T01:53:54Z
Voxel
2
/* If all else fails */
wikitext
text/x-wiki
== Common problems ==
1) get gun
2) shoot trouble
no, seriously.
== If all else fails ==
* Ask on the [http://odamex.net/boards message board]
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the [[MAINTAINERS]]
6d388a1f199ca71f436a256d18b1ec3f659a28a5
2089
2088
2006-04-14T01:53:16Z
Voxel
2
/* If all else fails */
wikitext
text/x-wiki
== Common problems ==
1) get gun
2) shoot trouble
no, seriously.
== If all else fails ==
* Report a [[bugs|bug]]
* Ask in [[IRC]]
* Contact the [[MAINTAINERS]]
a3f32b8bf44b5267f2de53efcf9a50bc514a5f64
2088
1416
2006-04-14T01:52:29Z
Voxel
2
wikitext
text/x-wiki
== Common problems ==
1) get gun
2) shoot trouble
no, seriously.
== If all else fails ==
* Ask in [[IRC]]
* Report a [[bugs|bug]]
* Contact the developers
f03595ed1a6e2f96ac8aaf993a442395ba98e9e3
1416
2006-03-30T18:42:47Z
Voxel
2
wikitext
text/x-wiki
Report [[bugs]]!
e396ebd7e4f6734e7345f587030600888ef06621
Turn180
0
1404
2109
2006-04-14T18:26:56Z
AlexMax
9
wikitext
text/x-wiki
===turn180===
Turns the player around 180 degrees. Only useful for keyboard-only players.
[[Category:Client_commands]]
0e48d4744c992437ff1e4c5ea9975b9ce6bd8bf4
Ui transblue
0
1527
2826
2007-01-31T21:42:19Z
AlexMax
9
wikitext
text/x-wiki
===ui_transblue===
0-255: Amount of blue to use in transparent items<br>
[[Category:Client_variables]]
51e0411bdcaaa936791130fe95dceaedd4a6675a
Ui transgreen
0
1528
2827
2007-01-31T21:42:35Z
AlexMax
9
wikitext
text/x-wiki
===ui_transgreen===
0-255: Amount of green to use in transparent items<br>
[[Category:Client_variables]]
253a05a814aeb66fc568fb37804ae02c2b7dc784
Ui transred
0
1526
2825
2007-01-31T21:41:50Z
AlexMax
9
wikitext
text/x-wiki
===ui_transred===
0-255: Amount of red to use in transparent items<br>
[[Category:Client_variables]]
79102416a48698e5071e010501a4e0256926e8a8
Unbind
0
1428
2164
2006-04-16T04:48:22Z
Ralphis
3
wikitext
text/x-wiki
===unbind===
The '''unbind''' command unbinds a key that you have [[bind|binded]]. Alternately, you can unbind all keys using the [[unbindall]] command.
''Ex. To clear the t key of being binded to any command type '''unbind t''' in console.''
[[Category:Client_commands]]
0deeb64e563aec01b83b98639c0955269e0b4cfc
Unbindall
0
1427
2163
2162
2006-04-16T04:46:45Z
Ralphis
3
wikitext
text/x-wiki
===unbindall===
The '''unbindall''' command unbinds every key that you have [[bind|binded]].
[[Category:Client_commands]]
aaa15890ae9de5972c3ae3d913a6966c1341915d
2162
2006-04-16T04:45:35Z
Ralphis
3
wikitext
text/x-wiki
===unbindall===
The '''unbindall''' command unbinds every key that you have [[bind binded]].
[[Category:Client_commands]]
c8b71c55d30a59104542910ae0a336a70417ba06
Unlagged
0
1736
3572
2011-09-08T03:01:49Z
Ralphis
3
wikitext
text/x-wiki
Aiming Latency Compensation, or Unlagged as it is commonly known in the Doom community, is a feature that temporally adjusts the position of possible targets to account for a player's network latency when that player fires an instant-hit weapon such as the shotgun or chaingun.
When a player aims and fires at an enemy player, a message is sent from the player to the server indicating the player is firing a weapon. The server does not instantly receive the message however, as the player often has network latency delaying the message during its transit. This latency is approximately half of the player's round-trip ping time to the server. The result of high levels of latency is often that an enemy will have moved by the time the server receives the player's message to fire a weapon, spoiling the player's aim. Players have to aim in front of moving targets to account for this phenomena.
Aiming Latency Compensation is able to combat this problem. When a server receives a message that a player is firing a weapon, it accurately determines the player's latency to the server. Then it temporarily moves all enemies to the position they were in when the player originally fired the weapon, as determined by the latency calculation. Next, the server calculates any damage to enemies, and finally, restores the enemies to their most recent position. The effect of this compensation is that the player can now aim directly at a moving enemy instead of aiming ahead when firing instant-hit weapons.
77e4abca4b8d7c7a24b663f87c8ecf7ff466f1e8
Use joystick
0
1530
2829
2007-01-31T21:44:23Z
AlexMax
9
wikitext
text/x-wiki
===use_joystick===
0: Disable joystick input<br>
1: Enable joystick input<br>
[[Category:Client_variables]]
5ecb138dd7489991a50f5bcf98d20f1ec02d4665
Use mouse
0
1531
2830
2007-01-31T21:44:51Z
AlexMax
9
wikitext
text/x-wiki
===use_mouse===
0: Disable mouse input<br>
1: Enable mouse input<br>
[[Category:Client_variables]]
9278ec090d7dfc695122d5747419da7389c3d1ae
Variables
0
1334
3618
3107
2012-03-16T01:31:12Z
AlexMax
9
wikitext
text/x-wiki
Often referred to as "cvars", variables control the runtime behaviour of odamex.
There are:
* [[:Category:Client variables|Client variables]]
* [[:Category:Server variables|Server variables]]
???
* [[Client Variables]]
* [[Common Variables]]
* [[Server Variables]]
58cc3310d4ab2982116be1fcded2c678f4f32734
3107
1574
2008-05-06T11:14:32Z
Ralphis
3
Alphabetized
wikitext
text/x-wiki
Often referred to as "cvars", variables control the runtime behaviour of odamex.
There are:
* [[:Category:Client variables|Client variables]]
* [[:Category:Server variables|Server variables]]
24d7c73ce081bdee877af5bd31b61cbe7c67834a
1574
1562
2006-03-30T21:54:49Z
Voxel
2
wikitext
text/x-wiki
Often referred to as "cvars", variables control the runtime behaviour of odamex.
There are:
* [[:Category:Server variables|Server variables]]
* [[:Category:Client variables|Client variables]]
165e36897e1580ba09faadb2d71e46f193db081d
1562
1561
2006-03-30T21:38:35Z
Voxel
2
wikitext
text/x-wiki
There are:
* [[:Category:Server variables|Server variables]]
* [[:Category:Client variables|Client variables]]
501ef627063eb5e31a63e69b703a9f47e7818a4f
1561
2006-03-30T21:38:23Z
Voxel
2
wikitext
text/x-wiki
There are:
* [[:Category:Server variables|Server variables]]
* [[:Category:Client variables|Server variables]]
5991e70502733cb434466051913bbd29708e841c
Version
0
1507
3027
2733
2008-04-27T23:07:25Z
Russell
4
wikitext
text/x-wiki
===version===
Tells you what version and revision number of Odamex you are running.
To get the version of a specific source file instead, type: version xxx, where xxx is the name of the file, eg: version m_misc.cpp
A list of source file can be obtained with the [[listsourcefiles]] console command.
[[Category:Server_commands]]
[[Category:Client_commands]]
32ddbd96a37f90836cf5730f3c2625f7def6ea6e
2733
2007-01-19T21:12:23Z
AlexMax
9
wikitext
text/x-wiki
===version===
Tells you what version and revision number of Odamex you are running.
[[Category:Server_commands]]
[[Category:Client_commands]]
2f0eceac0f3c6b45312a7dfba762c4a7aea350af
Vid currentmode
0
1370
1770
1751
2006-04-03T19:23:22Z
AlexMax
9
wikitext
text/x-wiki
===vid_currentmode===
Prints the current video mode to the console.
[[Category:Client_commands]]
9a355eb7bd78026f102ed073f3b205e9f188581a
1751
2006-04-03T19:12:55Z
AlexMax
9
wikitext
text/x-wiki
'''vid_currentmode'''
Prints the current video mode to the console.
[[Category:Client_commands]]
2662de9b9bd49d76e7761ecd32446bbf2e723caa
Vid fps
0
1524
2819
2818
2007-01-29T20:56:04Z
AlexMax
9
wikitext
text/x-wiki
===vid_fps===
0: Hide FPS counter<br>
1: Show FPS counter
Note that this isn't true FPS, instead it shows time to draw a frame. Still, it might be useful to determine if the renderer is slowing down on certain geometry.
[[Category:Client_variables]]
7a215f4eec761b878bef5657708af7bc3c7c1f96
2818
2007-01-29T20:55:21Z
AlexMax
9
wikitext
text/x-wiki
===vid_fps===
0: Hide FPS counter<br>
1: Show FPS counter
Useful to determine if the renderer is slowing down on certain geometry.
[[Category:Client_variables]]
51c02d0c79e7a49ec519cad83fdbdaf8935b993a
Vid listmodes
0
1369
1771
1750
2006-04-03T19:23:35Z
AlexMax
9
wikitext
text/x-wiki
===vid_listmodes===
Prints to the console a list of avalable video modes. The current video mode is highlighted in green.
[[Category:Client_commands]]
8fddfe411ae23bdce20d9e9dfbfc367eb1c38e6b
1750
2006-04-03T19:11:52Z
AlexMax
9
wikitext
text/x-wiki
'''vid_listmodes'''
Prints to the console a list of avalable video modes. The current video mode is highlighted in green.
[[Category:Client_commands]]
e674d4fac32dd47b99aa8f6be61db4fc5f1bad63
Voting
0
1741
3659
3643
2012-07-04T21:20:48Z
Ralphis
3
/* Vote Modifiers */
wikitext
text/x-wiki
Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player.
=Server=
==Vote Modifiers==
The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules.
===Count Absentee Votes===
Usage: '''sv_vote_countabs (#)'''
When enabled, will not count non-votes as either a "yes" or "no" after the vote timelimit has expired. When disabled, non-votes will be counted as a "no" after the time limit has expired.
===Vote Majority===
Usage: '''sv_vote_majority (#)'''
Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%).
===Vote Timelimit===
Usage: '''sv_vote_timelimit (#)'''
The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''.
===Vote Timeout===
Usage: '''sv_vote_timeout (#)'''
The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''.
==Types of Votes==
There are a number of different types of votes available for server administrators. They can all be easily turned on or off.
===Coinflip===
Usage: '''sv_callvote_coinflip (0-1)'''
Allows clients the ability to flip a coin. Returns either heads or tails in a text string.
===Force to Spectator===
Usage: '''sv_callvote_forcespec (0-1)'''
Allows clients the ability to force an active player into spectator mode.
===Fraglimit===
Usage: '''sv_callvote_fraglimit (0-1)'''
Allows clients the ability to change the fraglimit through a vote.
===Kick===
Usage: '''sv_callvote_kick (0-1)'''
Allows clients the ability to kick other players from the server through a vote.
===Map===
Usage: '''sv_callvote_map (0-1)'''
Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players.
===Nextmap===
Usage: '''sv_callvote_nextmap (0-1)'''
Allows clients the ability to force the server to the next map in the maplist.
===Random Captains===
Usage: '''sv_callvote_randcaps (0-1)'''
Allows clients the ability to have the server choose two "captains" from in-game players or spectators which have used the '''ready''' command. It will set them both to separate teams in team games. Commonly used for private CTF games.
===Random Map===
Usage: '''sv_callvote_randmap (0-1)'''
Allows clients the ability to have the server jump to a random map from its maplist.
===Random Pickup===
Usage: '''sv_callvote_randpickup (0-1)'''
Allows clients the ability to have the server shuffle teams with a designated number of players.
===Restart Map===
Usage: '''sv_callvote_restart (0-1)'''
Allows clients the ability to have the server reload the current map.
===Scorelimit===
Usage: '''sv_callvote_scorelimit (0-1)'''
Allows clients the ability to change the scorelimit through a vote.
===Timelimit===
Usage: '''sv_callvote_timelimit (0-1)'''
Allows clients the ability to change the timelimit through a vote.
=Client Commands=
Voting in Odamex is very simple. The client issues the callvote command through the console with the proper parameters. The client can bind keys to vote yes or no through the ''Customize Controls'' menu. The player that calls the vote automatically is assumed to be a yes vote from the start.
===Coinflip===
Usage: '''callvote coinflip'''
Result of the coinflip will be output in a message from the server.
===Force to Spectator===
Usage: '''callvote forcespec (Player ID #)'''
The player ID # can be found by using the '''players''' console command.
===Fraglimit===
Usage: '''callvote fraglimit (#)'''
Substitute the # with the new desired fraglimit.
===Kick===
Usage: '''callvote kick (Player ID #) (reason)'''
The Player ID # can be found by using the '''players''' console command. Anything entered after the Player ID # will be printed as the reason, though a reason is not necessary.
===Map===
Usage: '''callvote map (Map ID #)''' or '''callvote map ***'''
There are a number of ways to vote for maps. In order to see what maps are available for vote, use the '''maplist''' command. The maplist will print with an id # for each map. However, you can also vote for maps using wildcards.
For instance, if maps 1-20 from dwango5.wad are on the server, you could use the command ''callvote map dwango5 map18'' to pull up a vote for map18. If dwango5 is the ONLY wad on the server and there are no other map18 entries in the list, you could simply do ''callvote map map18''. If a wad has a single map, such as the common duel map found in judas23_.wad, you could issue the command ''callvote map judas''. Feel free to experiment with these wildcards. Odamex will not allow you to make a mistake if there are too many possible results for what you are trying to vote.
===Nextmap===
Usage: '''callvote nextmap'''
===Random Captains===
Usage: '''callvote randcaps'''
For use in team games. See Types of Votes above for more information.
===Random Map===
Usage: '''callvote randmap'''
===Random Pickup===
Usage: '''callvote randpickup (#)'''
For use in team games, will randomly shuffle in-game players and spectators who have used the '''ready''' command. Substitute # for the total number of players you want to be shuffled. If you want a 3 vs 3 game, use the number 6. If you want a 5 vs 5 game, use the number 10.
===Restart Map===
Usage: '''callvote restart'''
===Scorelimit===
Usage: '''callvote scorelimit (#)'''
Substitute the # with the new desired scorelimit.
===Timelimit===
Usage: '''callvote timelimit (#)'''
Substitute the # with the new desired timelimit. Measured in minutes.
ae0c2fc9f141d763ef520f4b1ae287b21b37fbe4
3643
3624
2012-05-02T17:41:26Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player.
=Server=
==Vote Modifiers==
The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules.
===Vote Majority===
Usage: '''sv_vote_majority (#)'''
Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%).
===Vote Timelimit===
Usage: '''sv_vote_timelimit (#)'''
The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''.
===Vote Timeout===
Usage: '''sv_vote_timeout (#)'''
The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''.
==Types of Votes==
There are a number of different types of votes available for server administrators. They can all be easily turned on or off.
===Coinflip===
Usage: '''sv_callvote_coinflip (0-1)'''
Allows clients the ability to flip a coin. Returns either heads or tails in a text string.
===Force to Spectator===
Usage: '''sv_callvote_forcespec (0-1)'''
Allows clients the ability to force an active player into spectator mode.
===Fraglimit===
Usage: '''sv_callvote_fraglimit (0-1)'''
Allows clients the ability to change the fraglimit through a vote.
===Kick===
Usage: '''sv_callvote_kick (0-1)'''
Allows clients the ability to kick other players from the server through a vote.
===Map===
Usage: '''sv_callvote_map (0-1)'''
Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players.
===Nextmap===
Usage: '''sv_callvote_nextmap (0-1)'''
Allows clients the ability to force the server to the next map in the maplist.
===Random Captains===
Usage: '''sv_callvote_randcaps (0-1)'''
Allows clients the ability to have the server choose two "captains" from in-game players or spectators which have used the '''ready''' command. It will set them both to separate teams in team games. Commonly used for private CTF games.
===Random Map===
Usage: '''sv_callvote_randmap (0-1)'''
Allows clients the ability to have the server jump to a random map from its maplist.
===Random Pickup===
Usage: '''sv_callvote_randpickup (0-1)'''
Allows clients the ability to have the server shuffle teams with a designated number of players.
===Restart Map===
Usage: '''sv_callvote_restart (0-1)'''
Allows clients the ability to have the server reload the current map.
===Scorelimit===
Usage: '''sv_callvote_scorelimit (0-1)'''
Allows clients the ability to change the scorelimit through a vote.
===Timelimit===
Usage: '''sv_callvote_timelimit (0-1)'''
Allows clients the ability to change the timelimit through a vote.
=Client Commands=
Voting in Odamex is very simple. The client issues the callvote command through the console with the proper parameters. The client can bind keys to vote yes or no through the ''Customize Controls'' menu. The player that calls the vote automatically is assumed to be a yes vote from the start.
===Coinflip===
Usage: '''callvote coinflip'''
Result of the coinflip will be output in a message from the server.
===Force to Spectator===
Usage: '''callvote forcespec (Player ID #)'''
The player ID # can be found by using the '''players''' console command.
===Fraglimit===
Usage: '''callvote fraglimit (#)'''
Substitute the # with the new desired fraglimit.
===Kick===
Usage: '''callvote kick (Player ID #) (reason)'''
The Player ID # can be found by using the '''players''' console command. Anything entered after the Player ID # will be printed as the reason, though a reason is not necessary.
===Map===
Usage: '''callvote map (Map ID #)''' or '''callvote map ***'''
There are a number of ways to vote for maps. In order to see what maps are available for vote, use the '''maplist''' command. The maplist will print with an id # for each map. However, you can also vote for maps using wildcards.
For instance, if maps 1-20 from dwango5.wad are on the server, you could use the command ''callvote map dwango5 map18'' to pull up a vote for map18. If dwango5 is the ONLY wad on the server and there are no other map18 entries in the list, you could simply do ''callvote map map18''. If a wad has a single map, such as the common duel map found in judas23_.wad, you could issue the command ''callvote map judas''. Feel free to experiment with these wildcards. Odamex will not allow you to make a mistake if there are too many possible results for what you are trying to vote.
===Nextmap===
Usage: '''callvote nextmap'''
===Random Captains===
Usage: '''callvote randcaps'''
For use in team games. See Types of Votes above for more information.
===Random Map===
Usage: '''callvote randmap'''
===Random Pickup===
Usage: '''callvote randpickup (#)'''
For use in team games, will randomly shuffle in-game players and spectators who have used the '''ready''' command. Substitute # for the total number of players you want to be shuffled. If you want a 3 vs 3 game, use the number 6. If you want a 5 vs 5 game, use the number 10.
===Restart Map===
Usage: '''callvote restart'''
===Scorelimit===
Usage: '''callvote scorelimit (#)'''
Substitute the # with the new desired scorelimit.
===Timelimit===
Usage: '''callvote timelimit (#)'''
Substitute the # with the new desired timelimit. Measured in minutes.
021a8171145ff0ae91b33b85008ba73bc5a9b121
3624
3615
2012-04-01T17:03:08Z
Ralphis
3
Addition of all the new voting options
wikitext
text/x-wiki
Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player.
=Server=
==Vote Modifiers==
The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules.
===Vote Majority===
Usage: '''sv_vote_majority (#)'''
Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%).
===Vote Timelimit===
Usage: '''sv_vote_timelimit (#)'''
The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''.
===Vote Timeout===
Usage: '''sv_vote_timeout (#)'''
The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''.
==Vote Types==
There are a number of different types of votes available for server administrators. They can all be easily turned on or off.
===Coinflip===
Usage: '''sv_callvote_coinflip (0-1)'''
Allows clients the ability to flip a coin. Returns either heads or tails in a text string.
===Force to Spectator===
Usage: '''sv_callvote_forcespec (0-1)'''
Allows clients the ability to force an active player into spectator mode.
===Fraglimit===
Usage: '''sv_callvote_fraglimit (0-1)'''
Allows clients the ability to change the fraglimit through a vote.
===Kick===
Usage: '''sv_callvote_kick (0-1)'''
Allows clients the ability to kick other players from the server through a vote.
===Map===
Usage: '''sv_callvote_map (0-1)'''
Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players.
===Nextmap===
Usage: '''sv_callvote_nextmap (0-1)'''
Allows clients the ability to force the server to the next map in the maplist.
===Random Captains===
Usage: '''sv_callvote_randcaps (0-1)'''
Allows clients the ability to have the server choose two "captains" from active players. It will set them both to separate teams in team games. Commonly used for private CTF games.
===Random Map===
Usage: '''sv_callvote_randmap (0-1)'''
Allows clients the ability to have the server jump to a random map from its maplist.
===Random Pickup===
Usage: '''sv_callvote_randpickup (0-1)'''
Allows clients the ability to have the server shuffle teams with a designated number of players.
===Restart===
Usage: '''sv_callvote_restart (0-1)'''
Allows clients the ability to have the server reload the current map.
===Scorelimit===
Usage: '''sv_callvote_scorelimit (0-1)'''
Allows clients the ability to change the scorelimit through a vote.
===Timelimit===
Usage: '''sv_callvote_timelimit (0-1)'''
Allows clients the ability to change the timelimit through a vote.
=Client=
7337a57729f82c7b0d5c36821ac7419e3cf4d91d
3615
3603
2012-02-12T16:42:23Z
Ralphis
3
/* Vote Timeout */
wikitext
text/x-wiki
Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player.
=Server=
==Vote Modifiers==
The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules.
===Vote Majority===
Usage: '''sv_vote_majority (#)'''
Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%).
===Vote Timelimit===
Usage: '''sv_vote_timelimit (#)'''
The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''.
===Vote Timeout===
Usage: '''sv_vote_timeout (#)'''
The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''.
==Vote Types==
There are a number of different types of votes available for server administrators. They can all be easily turned on or off.
===Map===
Usage: '''sv_callvote_map (0-1)'''
Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players.
===Kick===
Usage: '''sv_callvote_kick (0-1)'''
Allows clients the ability to kick other players from the server through a vote.
===Fraglimit===
Usage: '''sv_callvote_fraglimit (0-1)'''
Allows clients the ability to change the fraglimit through a vote.
===Scorelimit===
Usage: '''sv_callvote_scorelimit (0-1)'''
Allows clients the ability to change the scorelimit through a vote.
===Timelimit===
Usage: '''sv_callvote_timelimit (0-1)'''
Allows clients the ability to change the timelimit through a vote.
=Client=
83ca2fa0e60fa72f1577dfc84d938460e8648d78
3603
2012-02-12T16:27:52Z
Ralphis
3
wikitext
text/x-wiki
Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player.
=Server=
==Vote Modifiers==
The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules.
===Vote Majority===
Usage: '''sv_vote_majority (#)'''
Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%).
===Vote Timelimit===
Usage: '''sv_vote_timelimit (#)'''
The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''.
===Vote Timeout===
Usage: '''sv_vote_timeout (#)'''
The amount of time a client must wait between calling votes. Measured in seconds, the default value is '''60'''.
==Vote Types==
There are a number of different types of votes available for server administrators. They can all be easily turned on or off.
===Map===
Usage: '''sv_callvote_map (0-1)'''
Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players.
===Kick===
Usage: '''sv_callvote_kick (0-1)'''
Allows clients the ability to kick other players from the server through a vote.
===Fraglimit===
Usage: '''sv_callvote_fraglimit (0-1)'''
Allows clients the ability to change the fraglimit through a vote.
===Scorelimit===
Usage: '''sv_callvote_scorelimit (0-1)'''
Allows clients the ability to change the scorelimit through a vote.
===Timelimit===
Usage: '''sv_callvote_timelimit (0-1)'''
Allows clients the ability to change the timelimit through a vote.
=Client=
17d14e6c07566d0d52c97c699b30ca024f14a2af
Vulnerability
0
1304
1349
1348
2006-03-29T14:08:00Z
Voxel
2
wikitext
text/x-wiki
Odamex is written in C++, and thus without due diligence could be under threat from the following vulnerabilities. We aim to resolve all known vulnerabilities very quickly, and this list is one of lessons learned. If you find a vulnerability, please report it in [[bugs]] as a critical bug.
== Buffer overruns & underruns ==
=== arrays ===
Be careful with general array indexing. Off by one errors.
=== printf ===
Printf and related (scanf, sscanf, fprintf, VPrintf, etc...) functions have been widely used in the source. They are vulnerable to:
* insufficient target string parameter length (buffer overrun if exceeded)
* lack of source string termination (buffer overrun if exceeded)
* using source string as format string (bad memory access)
* incorrect format string for a source string (bad memory access)
Note that using a safer equivalent function will not solve all of these issues. Using snprintf, for example, only ensures a sufficiently long target string
== Resource exhaustion ==
=== memory allocation ===
Could keep creating objects until there's no RAM left.
=== bandwidth overflow ===
For some requests, a long reply is guaranteed. If those requests keep getting made, all the available bandwidth is taken up.
=== lockup ===
Where, for example, a server could tell the client to use negative time in a calculation, creating an infinite loop.
== High level logic ==
=== invalid references ===
All incoming references, ids, and other information from the network must be checked to make sure it is safe.
c6b361ea3da8b286053a5a725d295d03a21ff238
1348
1347
2006-03-29T14:07:42Z
Voxel
2
wikitext
text/x-wiki
Odamex is written in C++, and thus without due diligence could be under threat from the following vulnerabilities. We aim to resolve all known vulnerabilities very quickly, and this list is one of lessons learned. If you find a vulnerability, please report it in [[bugs]].
== Buffer overruns & underruns ==
=== arrays ===
Be careful with general array indexing. Off by one errors.
=== printf ===
Printf and related (scanf, sscanf, fprintf, VPrintf, etc...) functions have been widely used in the source. They are vulnerable to:
* insufficient target string parameter length (buffer overrun if exceeded)
* lack of source string termination (buffer overrun if exceeded)
* using source string as format string (bad memory access)
* incorrect format string for a source string (bad memory access)
Note that using a safer equivalent function will not solve all of these issues. Using snprintf, for example, only ensures a sufficiently long target string
== Resource exhaustion ==
=== memory allocation ===
Could keep creating objects until there's no RAM left.
=== bandwidth overflow ===
For some requests, a long reply is guaranteed. If those requests keep getting made, all the available bandwidth is taken up.
=== lockup ===
Where, for example, a server could tell the client to use negative time in a calculation, creating an infinite loop.
== High level logic ==
=== invalid references ===
All incoming references, ids, and other information from the network must be checked to make sure it is safe.
f29f636e69bde881a25f9ee9701326f62f4ef7a2
1347
2006-03-29T14:04:27Z
Voxel
2
wikitext
text/x-wiki
Odamex is written in C++, and thus without due diligence could be under threat from the following:
== Buffer overruns & underruns ==
=== arrays ===
Be careful with general array indexing. Off by one errors.
=== printf ===
Printf and related (scanf, sscanf, fprintf, VPrintf, etc...) functions have been widely used in the source. They are vulnerable to:
* insufficient target string parameter length (buffer overrun if exceeded)
* lack of source string termination (buffer overrun if exceeded)
* using source string as format string (bad memory access)
* incorrect format string for a source string (bad memory access)
Note that using a safer equivalent function will not solve all of these issues. Using snprintf, for example, only ensures a sufficiently long target string
== Resource exhaustion ==
=== memory allocation ===
Could keep creating objects until there's no RAM left.
=== bandwidth overflow ===
For some requests, a long reply is guaranteed. If those requests keep getting made, all the available bandwidth is taken up.
=== lockup ===
Where, for example, a server could tell the client to use negative time in a calculation, creating an infinite loop.
== High level logic ==
=== invalid references ===
All incoming references, ids, and other information from the network must be checked to make sure it is safe.
f32300630a7c74629bb18f5f09214debc07b5084
WINE
0
1302
1342
1341
2006-03-29T13:40:31Z
Voxel
2
wikitext
text/x-wiki
[[Image:Snapshot_wine1254.png|thumb|Odamex revision 1254 running in GNU/Debian/WINE|200px]]
== Status ==
Odamex runs and builds under [http://www.winehq.org/ WINE]
== Known issues ==
Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL.
1b9ba4267070111d77acd906f2bac9ca16f63eba
1341
1340
2006-03-29T13:39:30Z
Voxel
2
wikitext
text/x-wiki
[[Image:Snapshot_wine1254.png|thumb|Odamex revision 1254 running in GNU/Debian/WINE|200px]]
== Known issues ==
Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL.
e08d938e0abaf1189d9b65b5eb42faac2e9ee395
1340
1339
2006-03-29T13:39:13Z
Voxel
2
wikitext
text/x-wiki
[[Image:Snapshot_wine1254.png|frame|Odamex revision 1254 running in GNU/Debian/WINE|200px]]
== Known issues ==
Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL.
4137b8bfefbfd2bfe390f391d8c04953e86fe997
1339
1338
2006-03-29T13:36:22Z
Voxel
2
wikitext
text/x-wiki
[[Image:Snapshot_wine1254.png|frame|Odamex revision 1254 running in GNU/Debian/WINE]]
== Known issues ==
Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL.
07bf95077af13ff29813fd8cda8fb7a7fac6154c
1338
1337
2006-03-29T13:35:46Z
Voxel
2
wikitext
text/x-wiki
[[Image:Khasbulatov.jpg|frame|Odamex revision 1254 running in GNU/Debian/WINE]]
== Known issues ==
Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL.
896aa11fb9212a5fbfe0995111ea3386cc276c72
1337
2006-03-29T13:32:12Z
Voxel
2
wikitext
text/x-wiki
[[Image:Snapshot_wine1254.png]]
12e53fa17c36363af32f6bde0fd5a7b0a845b655
Wad
0
1515
3827
2780
2015-01-28T02:29:29Z
Manc
1
wikitext
text/x-wiki
__NOTOC__ __NOEDITSECTION__
===WAD can refer to one of a few things:===
The ''[[WAD_(file)|WAD]]'' data file
''[[wad_(cvar)|wad]]'' console variable
{{disambig}}
33d0b7cd1a426f5107646f1ba7e7fff724ff3116
2780
2779
2007-01-23T20:32:39Z
AlexMax
9
wikitext
text/x-wiki
__NOTOC__ __NOEDITSECTION__
===WAD can refer to one of a few things:===
The ''[[WAD_(file)|WAD]]'' data file
''[[wad_(cvar)|wad]]'' console variable
{{disambig}}
76daf507ff639200603305dd9024210aeab8e813
2779
2007-01-23T20:32:22Z
AlexMax
9
wikitext
text/x-wiki
__NOTOC__ __NOEDITSECTION__
===WAD can refer to one of a few things:===
The ''[[WAD_(file)|WAD]]'' data file
''[[wad_(cvar)|Deathmatch]]'' console variable
{{disambig}}
fe1a86afe00203af9d3ff4e4b43803e790da2543
Wad (console command)
0
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3800
3017
2014-04-07T23:14:10Z
Russell
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The '''wad''' console command loads a wad file at runtime, it can also load optional dehacked and bex patch files along side it.
==== Syntax ====
<pre>
wad pwad [...] [deh/bex [...]]
wad iwad [pwad [...]] [deh/bex [...]]
</pre>
First command loads a pwad, along with optional pwads, along with optional dehacked or bex patch files.
Second command is identical to above, but must have an iwad specified first.
NOTE: iwad files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files.
==== Examples ====
Loads doom2.wad
<pre>
wad doom2
</pre>
Load the pwad hr2final.wad
<pre>
wad hr2final.wad
</pre>
Load both doom2.wad and hr2final.wad
<pre>
wad doom2 hr2final.wad
</pre>
Load strain.wad and its shipped patch file
<pre>
wad strain.wad strain.deh
</pre>
Load doom2, with strain.wad and strain.deh
<pre>
wad doom2 strain.wad strain.deh
</pre>
You can also specify an absolute or a relative path for pwads/deh's too
<pre>
wad doom2 ./wads/strain.wad ./wads/strain.deh
</pre>
[[Category:Client_commands]]
[[Category:Server_commands]]
7b753f2df2c5c097d4089a34c196dd4a17f67752
3017
2975
2008-04-15T02:07:02Z
Russell
4
wikitext
text/x-wiki
The '''wad''' console command loads a wad file at runtime, it can also load optional dehacked and bex patch(es) along side it.
==== Syntax ====
<pre>
wad pwad [...] [deh/bex [...]]
wad iwad [pwad [...]] [deh/bex [...]]
</pre>
First command loads a pwad, along with additional optional pwads, along with with a optional dehacked or bex patch files.
Second command is identical to above, but must have an iwad specified first.
NOTE: iwad files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files.
==== Examples ====
Loads doom2.wad
<pre>
wad doom2
</pre>
Load the pwad hr2final.wad (this wad requires doom2 btw)
<pre>
wad hr2final.wad
</pre>
Load both doom2.wad and hr2final.wad
<pre>
wad doom2 hr2final.wad
</pre>
Load strain.wad and its shipped patch file
<pre>
wad strain.wad strain.deh
</pre>
Load doom2, with strain.wad and strain.deh
<pre>
wad doom2 strain.wad strain.deh
</pre>
You can also specify absolute or relative paths for pwads/deh's too
<pre>
wad doom2 ./wads/strain.wad ./wads/strain.deh
</pre>
[[Category:Client_commands]]
[[Category:Server_commands]]
7bd7fb7e46f649487a1e8d36aff067530ed6db1f
2975
2974
2007-12-30T23:56:23Z
Russell
4
wikitext
text/x-wiki
The '''wad''' console command loads a wad file at runtime, it can also load optional dehacked and bex patch(es) along side it.
==== Syntax ====
<pre>
wad pwad [...] [deh/bex [...]]
wad iwad [pwad [...]] [deh/bex [...]]
</pre>
First command loads a pwad, along with additional optional pwads, along with with a optional dehacked or bex patch files.
Second command is identical to above, but must have an iwad specified first.
NOTE: iwad files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files.
==== Examples ====
Loads doom2.wad
<pre>
wad doom2
</pre>
Load the pwad hr2final.wad (this wad requires doom2 btw)
<pre>
wad hr2final.wad
</pre>
Load both doom2.wad and hr2final.wad
<pre>
wad doom2 hr2final.wad
</pre>
Load strain.wad and its shipped patch file
<pre>
wad strain.wad strain.deh
</pre>
Load doom2, with strain.wad and strain.deh
<pre>
wad doom2 strain.wad strain.deh
</pre>
[[Category:Client_commands]]
[[Category:Server_commands]]
91fb57ff48e2143a89efb870e5ed5904994e1111
2974
2007-12-30T23:48:55Z
Russell
4
wikitext
text/x-wiki
===wad===
Loads a wad file at runtime, can also load optional dehacked and bex patch(es) along side it.
IWAD files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files.
Loads doom2.wad
<pre>
wad doom2
</pre>
Load the pwad hr2final.wad (this wad requires doom2 btw)
<pre>
wad hr2final.wad
</pre>
Load both doom2.wad and hr2final.wad
<pre>
wad doom2 hr2final.wad
</pre>
Load strain.wad and its shipped patch file
<pre>
wad strain.wad strain.deh
</pre>
Load doom2, with strain.wad and strain.deh
<pre>
wad doom2 strain.wad strain.deh
</pre>
[[Category:Client_commands]]
[[Category:Server_commands]]
f03507b073b744c8e7f4c29ebd0ab0712043d063
Weapnext
0
1422
2156
2154
2006-04-16T04:36:44Z
Ralphis
3
/* weapnext */
wikitext
text/x-wiki
===weapnext===
This command cycles through your available weapons to the more powerful weapon (however, once you cycle all the way to your most powerful weapon it will then cycle back to your weakest weapon). This command is typically used with a mousewheel. This cycles in the opposite direction of [[weapprev]].
''Ex. If you wanted to set weapnext to cycle upwards through your weapons using the mousewheel you would type the console command '''[[bind]] mwheelup weapnext'''. Now when you push your mousewheel forward you will cycle upwards through your weapons.''
[[Category:Client_commands]]
86602a0c57a2afff05c2a25e7be1f763adc61edf
2154
2006-04-16T04:34:41Z
Ralphis
3
wikitext
text/x-wiki
===weapnext===
This command cycles through your available weapons to the more powerful weapon (however, once you cycle all the way to your most powerful weapon it will then cycle back to your weakest weapon). This command is typically used with a mousewheel. This cycles in the opposite direction of [[weapprev]].
''Ex. If you wanted to set weapnext to cycle upwards through your weapons you would type the console command '''[[bind]] mwheelup weapnext'''. Now when you push your mousewheel forward you will cycle upwards through your weapons.''
[[Category:Client_commands]]
93d8e49719531613d3eb92148cfd8d352cb54832
Weapprev
0
1423
2155
2006-04-16T04:36:23Z
Ralphis
3
wikitext
text/x-wiki
===weapprev===
This command cycles back through your available weapons to the less powerful weapon (however, once you cycle all the way to your least powerful weapon it will then cycle back to your strongest weapon). This command is typically used with a mousewheel. This is commonly used alongside with [[weapnext]].
''Ex. If you wanted to set weapprev to cycle downwards through your weapons using the mousewheel you would type the console command '''[[bind]] mwheeldn weapprev'''. Now when you push your mousewheel backwards you will cycle downward through your weapons.''
[[Category:Client_commands]]
26b3c5646cfbf639fc3e2c67a4f8a471b318c23b
Talk:ACS
1
1487
2625
2620
2006-11-21T20:01:57Z
Manc
1
wikitext
text/x-wiki
Formatting that file to work with the wiki was HELL
:Heh, I'm sorry to have removed it, but it wasn't really necessary for the entire article and implied that support would be added it seemed. Thanks for thinking about having a wiki article about this, it'll be important.--[[User:Manc|Manc]] 17:03, 19 November 2006 (CST)
::np --[[User:Zorro|Zorro]] 17:44, 19 November 2006 (CST)
63f9989f6be911af7181cc91c379e7597a1a6ebd
2620
2619
2006-11-19T23:44:03Z
Zorro
22
wikitext
text/x-wiki
Formatting that file to work with the wiki was HELL
:Heh, I'm sorry to have removed it, but it wasn't really necessary for the entire article and implied that support would be added it seemed. Thanks for thinking about having a wiki article about this, it'll be important.--[[User:Manc|Manc]] 17:03, 19 November 2006 (CST)
np --[[User:Zorro|Zorro]] 17:44, 19 November 2006 (CST)
5971d99517aed66c2addbcb35c962653987d644e
2619
2611
2006-11-19T23:03:00Z
Manc
1
wikitext
text/x-wiki
Formatting that file to work with the wiki was HELL
:Heh, I'm sorry to have removed it, but it wasn't really necessary for the entire article and implied that support would be added it seemed. Thanks for thinking about having a wiki article about this, it'll be important.--[[User:Manc|Manc]] 17:03, 19 November 2006 (CST)
1d8bdf59676597e393704d4505e7767bb59fda69
2611
2610
2006-11-19T22:13:00Z
Zorro
22
wikitext
text/x-wiki
Formatting that file to work with the wiki was HELL
1b6f75a0488e888c05f3accea2f927ab8ae15542
2610
2006-11-19T22:12:51Z
Zorro
22
wikitext
text/x-wiki
Formatting that tile to work with the wiki was HELL
9ab6e539e741e7c2b7f6feceaf134572d3c6b29d
Talk:BusinessCase
1
1739
3600
2012-01-14T14:34:19Z
Pokamartil
71
Viagra, Cialis, Levitra, Kamagra, ED packs
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dfa78d3d791cdd8981f4f5dcc1524ff6aa807c0e
Talk:Cheating
1
1489
3648
3646
2012-05-09T23:52:21Z
Manc
1
wikitext
text/x-wiki
''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
''Good advice. I have updated the text. --[[User:Manc|Manc]] 23:52, 9 May 2012 (UTC)''
5c4acd943984c3dcf0aeb7bc653399f4504a4c66
3646
3645
2012-05-09T23:47:02Z
Manc
1
wikitext
text/x-wiki
''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
61dcfa444fee95e1159ea6ce8d949f62917375ca
3645
3636
2012-05-08T13:57:34Z
TipDeftTept
74
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wikitext
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''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
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It's generally believed of the fact that Burberry sevices on emperor to England, furthermore, its brand design shows his / her noble that do your samurai represents honour, not to mention the very shield symbolizes protection and also defend. Burberry's all goods are already located in British styling, associated with course, the very
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3636
3599
2012-04-06T09:44:55Z
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''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
== Burberry possessions really love legal proceeding display which actually allure excellent as well as a seigneur ==
It's generally believed of the fact that Burberry sevices on emperor to England, furthermore, its brand design shows his / her noble that do your samurai represents honour, not to mention the very shield symbolizes protection and also defend. Burberry's all goods are already located in British styling, associated with course, the very
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''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
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It's generally believed of the fact that Burberry sevices on emperor to England, furthermore, its brand design shows his / her noble that do your samurai represents honour, not to mention the very shield symbolizes protection and also defend. Burberry's all goods are already located in British styling, associated with course, the very
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''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
== Burberry possessions really love legal proceeding display which actually allure excellent as well as a seigneur ==
It's generally believed of the fact that Burberry sevices on emperor to England, furthermore, its brand design shows his / her noble that do your samurai represents honour, not to mention the very shield symbolizes protection and also defend. Burberry's all goods are already located in British styling, associated with course, the very
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c04b3db97167e9c5c23d64eee8546bb578444ca7
3579
2624
2011-11-22T14:47:09Z
BewlopeGalo
67
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''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
== Burberry possessions really love legal proceeding display which actually allure excellent as well as a seigneur ==
It's generally believed of the fact that Burberry sevices on emperor to England, furthermore, its brand design shows his / her noble that do your samurai represents honour, not to mention the very shield symbolizes protection and also defend. Burberry's all goods are already located in British styling, associated with course, the very
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db1b2103a7a8e4e2abd1a5341fc7239126e0eec1
2624
2006-11-20T20:51:05Z
AlexMax
9
wikitext
text/x-wiki
''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.''
I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST)
61dcfa444fee95e1159ea6ce8d949f62917375ca
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1
1763
3655
3654
2012-05-15T06:33:49Z
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http://www.shayari.com/forums/newreply.php?do=newreply&p=57
== Stress-Free Peregrinations By means of Planning Your Vacation Efficiently With These Tips ==
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In casing you should lose something, form copies of your passport, check out work and credence christmas card numbers. Consent a replicate of everything with someone you assurance at home and hide a copy somewhere in your hostelry room. You should not carry everything in the unchanging bag or on lone person.
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5105aac19bb4218fb8ff5e11ce6faedd641a442d
3654
2012-05-13T08:49:48Z
Nanqimuta
75
Some Fulgid Ideas For Healthier Veneer Under!
wikitext
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Individual of the unmistakeable points of integument care is the daily cleansing of your boldness and pores. If you be proof against this routine shtick, your pores can assemble up and you will give heed to annoying blackheads beginning to appear. Plainly rinsing them out nightly with spirited soap and water is justified ample supply to sick with the job done.
Caution as a service to your peel past scheduling a hull screening with a dermatologist. Surveys oblige shown that inclusive practitioners are not as real as dermatologists in identifying unconventional skin growths. To be on the okay side, be enduring your derma looked at by someone who is trained to catalogue predicament areas on the skin.
Most people quite suggest that wearing obtain up is not poisonous to your skin. After all, in disgusting amounts it can be. It is okay to masquerade up at times, but wearing tidy up up everyday can be harmful. A batch of the designate up does jam your pores. Scrubbing it in error every ceaselessly can evil your skin and persuade your flay lose out its moisture balance. Fabricate up removers can be coarse chemicals to your husk and rubbing your oblige up mad can ultimately result in wrinkles, remarkably about the eyes.
Always film disheartening any makeup as immediately as you get abode from work. The lubricator in underlying and concealer can choke up the pores on your skin and ground acne outbreaks. The chemicals in the products can also get on someone's nerves the integument making it more susceptible to the bacteria that causes acne.
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http://www.shayari.com/forums/newreply.php?do=newreply&p=57
bb214962e86eb7a3e1f22071d835f455d6dbbbc9
Talk:Compiling using Code::Blocks
1
1471
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2006-11-10T16:09:15Z
AlexMax
9
Talk:Compiling using Codeblocks moved to Talk:Compiling using Code::Blocks
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=== Linux and Codeblocks ===
The current text isn't entirely true because you can get nightly builds for some linux distros, and while the bleeding edge may not be available, any of the recently nightly builds that are available will open the project files. They changed the workspace/project format quite some time ago. --[[User:Manc|Manc]] 12:35, 7 November 2006 (CST)
:I stand corrected. Page has been updated to reflect this. --[[User:AlexMax|AlexMax]] 14:42, 9 November 2006 (CST)
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2542
2532
2006-11-09T20:42:16Z
AlexMax
9
wikitext
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=== Linux and Codeblocks ===
The current text isn't entirely true because you can get nightly builds for some linux distros, and while the bleeding edge may not be available, any of the recently nightly builds that are available will open the project files. They changed the workspace/project format quite some time ago. --[[User:Manc|Manc]] 12:35, 7 November 2006 (CST)
:I stand corrected. Page has been updated to reflect this. --[[User:AlexMax|AlexMax]] 14:42, 9 November 2006 (CST)
edecf4a550d075feabd12be8ec622f0ccadfb693
2532
2006-11-07T18:35:56Z
Manc
1
Linux and codeblocks
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=== Linux and Codeblocks ===
The current text isn't entirely true because you can get nightly builds for some linux distros, and while the bleeding edge may not be available, any of the recently nightly builds that are available will open the project files. They changed the workspace/project format quite some time ago. --[[User:Manc|Manc]] 12:35, 7 November 2006 (CST)
51c95ce5fade83ee468aaf795c3cdd2c70143dde
Talk:Compiling using Codeblocks
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2006-11-10T16:09:15Z
AlexMax
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Talk:Compiling using Codeblocks moved to Talk:Compiling using Code::Blocks: Title accuracy
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#redirect [[Talk:Compiling using Code::Blocks]]
28a5487048cdc1ca25387ead4bf5badfa362a9d3
Talk:Current events
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1746
2006-04-03T15:56:55Z
Manc
1
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This page has been removed from the normal wiki rotation. It is protected.
3c54a16d07e6199dfa3db4e08d84e7e674d2a67c
Talk:FAQ
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2008-04-25T03:44:17Z
Russell
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Talk:FAQ moved to Talk:Frequently Asked Questions: Some people are stupid and don't know what this is, looks better on the front page anyway
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#redirect [[Talk:Frequently Asked Questions]]
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Talk:Frequently Asked Questions
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Talk:FAQ moved to Talk:Frequently Asked Questions
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== DOOM1.WAD ==
Is debateable, I remember ID Software didn't allow PWAD's to be run with the shareware version of Doom
I presume they didn't want the shareware version to be played online, but then again, I'm not too sure about that
6076b2e361e4a4b2abf28a3ca063e852241a88ef
2291
2006-09-19T09:14:03Z
Russell
4
DOOM1.WAD
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== DOOM1.WAD ==
Is debateable, I remember ID Software didn't allow PWAD's to be run with the shareware version of Doom
I presume they didn't want the shareware version to be played online, but then again, I'm not too sure about that
6076b2e361e4a4b2abf28a3ca063e852241a88ef
Talk:Gameplay
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EarthQuake
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I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT)
Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT)
Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT)
:"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT)
:"Introduction to Doom"? "Classic Gameplay"? "Original Gameplay"? I like the first best. --[[User:EarthQuake|EarthQuake]] 20:27, 15 May 2006 (CDT)
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2239
2238
2006-05-16T01:27:06Z
69.58.9.52
0
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I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT)
Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT)
Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT)
:"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT)
:"Introduction to Doom"? "Classic Gameplay"? "Original Gameplay"? I like the first best. --[[User:69.58.9.52|69.58.9.52]] 20:26, 15 May 2006 (CDT)
a235f32cba1bfc7e3367af76a85d838b98db3185
2238
2237
2006-05-16T01:26:40Z
69.58.9.52
0
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT)
Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT)
Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT)
:"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT)
"Introduction to Doom"? "Classic Gameplay"? "Original Gameplay"? I like the first best. --[[User:69.58.9.52|69.58.9.52]] 20:26, 15 May 2006 (CDT)
21b0738c011d25a33388d4dc159ac5cbadbd20ad
2237
2224
2006-05-11T00:40:16Z
Deathz0r
6
wikitext
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I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT)
Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT)
Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT)
:"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT)
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2224
2222
2006-05-01T18:28:44Z
EarthQuake
5
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT)
Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT)
Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT)
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2222
2220
2006-04-28T14:51:18Z
Voxel
2
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT)
Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT)
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2220
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2006-04-24T01:53:28Z
EarthQuake
5
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT)
2ae0d2ea1f5563971c4ed1fcd1ddb15d29500747
2192
2100
2006-04-16T05:20:15Z
Manc
1
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT)
9d8ce52210f434487b08716290045091d3f5ad7e
2100
2099
2006-04-14T17:06:19Z
AlexMax
9
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT)
00510bcb52125bb41b4a64c2ff257425f5b71ac4
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2098
2006-04-14T17:06:02Z
AlexMax
9
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake.
e3dff82e906dfbfa021d779d18da97c2638f5d40
2098
2096
2006-04-14T04:16:23Z
EarthQuake
5
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
930fddeed810879ab89a6275d38f7167c6b47737
2096
1974
2006-04-14T04:12:34Z
EarthQuake
5
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT)
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1974
2006-04-11T19:48:05Z
Manc
1
wikitext
text/x-wiki
I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT)
6ee06562b44844b90138f6c94346b1bf2d7d63ab
Talk:Gmail toll free number 1-844-389-5696 gmail support number
1
1830
3855
2017-04-12T07:20:42Z
Nillom
133
Created page with "Online support ( 1@844@389@5696)^@^@ Gmail Support Phone Number+ Gmail PHone number @Gmail phone number Gmail Support Phone NumberGmail Support Phone NumberGmail Support P..."
wikitext
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Online support ( 1@844@389@5696)^@^@ Gmail Support Phone Number+ Gmail PHone number @Gmail phone number
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#Gabru&&( 1@844@389@5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number???
#pillubhbhYYY&&( 1@844@389@5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number???
#pillubhbhYYY&&( 1@844@389@5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number???
crack version 1~844~389~5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number
crack version 1~844~389~5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number
&&ZOOOXPROUSA# 1~844~389~5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number
LOKANDOO+++ 1@@844@@389@@5696@@Gmail Support Phone Number Gmail TECHNICAL @support PHone number
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allGmail ® +1 (844)-(389-5696) Customer Service Phone Number
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18443895696 Gmail support phone number
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Gmail technical support phone number
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phone number forGmail customer service
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phone number forGmail customer service
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phone number forGmail security
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Gmail contact phone number in usa
Gmail security contact phone number
Gmail help desk phone number in usa
Gmail tech support phone number free in usa
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Gmail phone number support for technical issue in usa
phone number forGmail technical support
Gmail customer service telephone number
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Gmail tech support phone number
Gmail support phone number
Gmail customer support phone number
Gmail technical support phone number
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phone number forGmail technical support
Gmail customer service phone number usa
Gmail customer service number
Gmail technical support number usa
Gmail customer support number
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phone number forGmail support
Gmail support phone number usa
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Gmail phone number tech support
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what is the phone number forGmail customer service
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FrEE Calling call@@++((1844-389 5696==++Gmail tech support phone num
a1ce4cd3cf6fc2e50eee55fdafc28bd9ff7b32ae
Talk:How to build from source
1
1472
2543
2006-11-09T20:52:33Z
AlexMax
9
Better Organization?
wikitext
text/x-wiki
== Better Organization? ==
This whole section kind of reeks of being kind of unorganized to me. I see several instances where information is redundant (partly my fault, but it was there in the first place), and in general I think that this section could use some better organization. The things that seem to be most redundant are seem to be instructions and suggestions for subversion use and where to put libraries. The problem with the former is that the article on subversion only describes what it is and how to get access without describing how to use it to download the source, and the problem with the later is that it is handled on a tutorial by tutorial basis. What we have here is 'good enough' i suppose, and people can probaly figure it out themselves if they poke around enough, but if we want to provide more tutorials in the future, possibly covering other IDE's and compilers, it could get kind of messy. --[[User:AlexMax|AlexMax]] 14:52, 9 November 2006 (CST)
409feb1055c28a31cc9ec16eae06e1a6962f24de
Talk:How to play
1
1346
1743
1670
2006-04-01T18:27:27Z
EarthQuake
5
wikitext
text/x-wiki
I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST)
OK, fixed it up a bit and added some more details.
--[[User:Nautilus|Nautilus]]
Lookin sexy. --[[User:EarthQuake|EarthQuake]] 12:27, 1 April 2006 (CST)
00f78c92bb628b8353231d747e9344b85c73bb9c
1670
1669
2006-03-31T06:19:56Z
Nautilus
10
wikitext
text/x-wiki
I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST)
OK, fixed it up a bit and added some more details.
--[[User:Nautilus|Nautilus]]
56e838c5f22d347d0984fafdd12cd65bb14f8bfa
1669
1617
2006-03-31T06:19:29Z
Nautilus
10
wikitext
text/x-wiki
I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST)
OK, fixed it up a bit and added some more details.
e8241ecc67bc2e246d0c681cf799f433116b683f
1617
1616
2006-03-31T02:07:45Z
EarthQuake
5
wikitext
text/x-wiki
I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST)
a3362ffe1a627c19bb12efcb2fcd99f1acd9bd2c
1616
2006-03-31T02:06:22Z
EarthQuake
5
wikitext
text/x-wiki
I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST)
f50c9875e8bc12ac1b6d2bc1b836b12069abc3d9
Talk:IRC
1
1541
2858
2857
2007-02-21T02:32:44Z
KitsuKun
18
wikitext
text/x-wiki
Should we link to a page with "proper IRC conduct."
Also: Should we add that "Definition of repeat offense is solely determined by channel operators."--Sorry, almost forgot to sign [[User:KitsuKun|KitsuKun]] 20:32, 20 February 2007 (CST)
05b3d11b0179de45a1764ca92c1d9500c00848e8
2857
2007-02-21T02:32:17Z
KitsuKun
18
wikitext
text/x-wiki
Should we link to a page with "proper IRC conduct."
Also: Should we add that "Definition of repeat offense is solely determined by channel operators."
c308c80ef449f455dd999cf96571e999546a75df
Talk:Idclev
1
1435
2176
2006-04-16T04:57:13Z
Ralphis
3
wikitext
text/x-wiki
Is this a required command or is it to be removed from the source? --[[User:Ralphis|Ralphis]] 23:57, 15 April 2006 (CDT)
8d571f3861b736ac232c4c599fc8b871ea2921b6
Talk:Idmus
1
1438
2912
2182
2007-04-16T05:14:51Z
Russell
4
wikitext
text/x-wiki
Is this a cheat or not? --[[User:Ralphis|Ralphis]] 00:00, 16 April 2006 (CDT)
The same applies to [[changemus]]. --[[User:Ralphis|Ralphis]] 00:02, 16 April 2006 (CDT)
Its now allowed in chocolate-doom, so it should probably remain that way. --[[User:Russell|Russell]]
a7517eaeb7b0dd5af61142348e7c733df92b04a6
2182
2179
2006-04-16T05:02:20Z
Ralphis
3
wikitext
text/x-wiki
Is this a cheat or not? --[[User:Ralphis|Ralphis]] 00:00, 16 April 2006 (CDT)
The same applies to [[changemus]]. --[[User:Ralphis|Ralphis]] 00:02, 16 April 2006 (CDT)
80bdb5d09c0b77c9c8d9d33fc8d0a8e05223633c
2179
2006-04-16T05:00:29Z
Ralphis
3
wikitext
text/x-wiki
Is this a cheat or not? --[[User:Ralphis|Ralphis]] 00:00, 16 April 2006 (CDT)
3105dad33ebdafd2ec3a283572f134a62465c8c7
Talk:Launcher Protocol
1
1464
2430
2429
2006-10-26T19:03:48Z
Manc
1
wikitext
text/x-wiki
== wad list and wad count ==
Are there plans then to change the pwad count to wadcount or to change what it sends so the iwad isn't included? Same would go with wadlist. Either we have a separate iwad field or we take it that the wadcount is always 1 or more since you always have to have an iwad loaded. --[[User:Manc|Manc]] 14:02, 26 October 2006 (CDT)
0c3103499ba44138b6db86a719d6317c13f8be59
2429
2428
2006-10-26T19:03:34Z
Manc
1
wad list and wad count
wikitext
text/x-wiki
== wad list and wad count ==
Are there plans then to change the pwad count to wadcount or to change what it sends so the iwad isn't included? Same would go with wadlist. Either we have a separate iwad field or we take it that the wadcount is always 1 or more since you always have to have an iwad loaded. --[[User:Manc|Manc]] 14:02, 26 October 2006 (CDT)
a2bba980cecfdb4e4f6509f9595ebaa9def8a229
2428
2427
2006-10-26T19:03:23Z
Manc
1
Change how I add this in there
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
2427
2006-10-26T19:02:25Z
Manc
1
wikitext
text/x-wiki
Are there plans then to change the pwad count to wadcount or to change what it sends so the iwad isn't included? Same would go with wadlist. Either we have a separate iwad field or we take it that the wadcount is always 1 or more since you always have to have an iwad loaded. --[[User:Manc|Manc]] 14:02, 26 October 2006 (CDT)
8a51b7d8b4f37bb4cd5d0a79440601866550baff
Talk:License
1
1365
2535
2534
2006-11-09T01:00:23Z
Manc
1
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST)
I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST)
With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[User:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST)
:Odamex does not and will not use any resources from the current zdoom or gzdoom versions. What are you even referring to here?
:This isn't really required. We follow the GPL license placed upon Zdoom 1.22 that adheres to Randy's conditions that all non-GPL code is removed. GzDoom and current ZDoom versions are irrelevant to what is currently happening here. --[[User:Ralphis|Ralphis]] 07:27, 8 November 2006 (CST)
d88045dc6043ceafe7402d94210d8c126790ca72
2534
2530
2006-11-08T13:27:58Z
Ralphis
3
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST)
I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST)
With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[User:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST)
This isn't really required. We follow the GPL license placed upon Zdoom 1.22 that adheres to Randy's conditions that all non-GPL code is removed. GzDoom and current ZDoom versions are irrelevant to what is currently happening here. --[[User:Ralphis|Ralphis]] 07:27, 8 November 2006 (CST)
5b04cbd3e83bc7f17dac512e45e76e2e6758eeb6
2530
2529
2006-11-07T09:55:01Z
KitsuKun
18
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST)
I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST)
With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[User:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST)
4ccc3b5d1241efbbf898ee2c227aef751466a1e2
2529
2528
2006-11-07T09:54:16Z
KitsuKun
18
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST)
I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST)
With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[Use:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST)
6886da28ff729409cb8227b0b22fcf4071542091
2528
1741
2006-11-07T09:49:02Z
KitsuKun
18
Update on zDoom status needed.
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST)
I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST)
== Update on zDoom status needed. ==
Considering that Randy and other zDoom contributers have said that they would allow their work to be GPLed, and that Randy would even like future versions zDoom to be GPL, but it just isn't as high priority on his project.
Correct me if I am wrong, but I believe the current 2.x tree of zDoom is in bugfix development, so major code restructuring is out of the question.
Additionally, in my discussion with GzDoom writers conserning my upcoming Bleading Edge Doom project, once I familiarize myself with the general source tree, they seem quite inclined to grant their code too. (In case we want another source code set.) Of course, some of them are already also helping on OdaMex.
5ae6d3e043a5875836db89b746483795467585e9
1741
1740
2006-04-01T00:28:38Z
Deathz0r
6
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST)
I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST)
16aa9c8016c4e1eaac9e07d9edc78cf512d6d0c1
1740
1739
2006-04-01T00:26:59Z
Manc
1
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST)
35ef81f388bce10fdf65b8fc624abc595a67d044
1739
1738
2006-04-01T00:25:42Z
Deathz0r
6
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST)
479999d68abaf68f985e87b90742fa27835e17e0
1738
2006-04-01T00:24:50Z
Manc
1
wikitext
text/x-wiki
We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST)
d1b566030242f795f72f59f6720b4884fae3719a
Talk:Multilingual Support
1
1385
1808
1801
2006-04-04T16:46:42Z
Manc
1
wikitext
text/x-wiki
Console error messages could be extruded like anything else. The command they reference doesn't need to, but the message it self definitely could. --[[User:Manc|Manc]] 11:37, 4 April 2006 (CDT)
XWE lets you import raw data as lumps already, so unicode should be a non-issue --[[User:Manc|Manc]] 11:46, 4 April 2006 (CDT)
adcf3853ead2ea9955601db2d95a68d0d97a08b9
1801
2006-04-04T16:37:53Z
Manc
1
wikitext
text/x-wiki
Console error messages could be extruded like anything else. The command they reference doesn't need to, but the message it self definitely could. --[[User:Manc|Manc]] 11:37, 4 April 2006 (CDT)
3b2ba589bbb65bf4b96c15554a7f0dc053db4098
Talk:Odamex
1
1379
3749
3748
2012-08-26T15:32:06Z
Pseudoscientist
76
wikitext
text/x-wiki
It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT)
I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments?
--[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST)
== Wrong statements ==
* "as well as the ZDoom 1.23 beta33 ACS interpret'''''o'''''r. " This is not true. Odamex doesn't support the inventory-related ACS functions.
* "Windows 95, 98, ME(?), NT(?)" It doesn't work on Windows 98 ([http://odamex.net/bugs/show_bug.cgi?id=878 bug 878]) and probably doesn't on 95. Needs to be announced. [[User:Pseudoscientist|Pseudoscientist]] ([[User talk:Pseudoscientist|talk]]) 15:32, 26 August 2012 (UTC)
== Change links to point to ad-free wiki ==
subj [[User:Pseudoscientist|Pseudoscientist]] ([[User talk:Pseudoscientist|talk]]) 15:32, 26 August 2012 (UTC)
64ab81e1db54e6edf1789e98683d13fa41c232ba
3748
3747
2012-08-26T15:29:43Z
Pseudoscientist
76
/* Wrong statements */ Fix typo
wikitext
text/x-wiki
It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT)
I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments?
--[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST)
== Wrong statements ==
* "as well as the ZDoom 1.23 beta33 ACS interpret'''''o'''''r. " This is not true. Odamex doesn't support the inventory-related ACS functions.
* "Windows 95, 98, ME(?), NT(?)" It doesn't work on Windows 98 ([http://odamex.net/bugs/show_bug.cgi?id=878 bug 878]) and probably doesn't on 95. Needs to be announced.
89fd522ed101ee8b79f159232098e233d9186d23
3747
2817
2012-08-26T15:29:11Z
Pseudoscientist
76
/* Wrong statements */ new section
wikitext
text/x-wiki
It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT)
I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments?
--[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST)
== Wrong statements ==
* "as well as the ZDoom 1.23 beta33 ACS interpret'''''o'''''r. " This is not true. Odamex doesn't support the inventory-related ACS functions.
* "Windows 95, 98, ME(?), NT(?)" It doesn't work on Windows 98 ([http://odamex.net/bugs/show_bug.cgi?id=878 bug 878] and probably doesn't on 95. Needs to be announced.
60e8c60b324191cd3bcf89bb7712ff6e0e14e241
2817
1777
2007-01-29T07:19:03Z
AlexMax
9
wikitext
text/x-wiki
It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT)
I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments?
--[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST)
db32aa0ce55424aaaf0ce219c35a894a2cf94f51
1777
2006-04-04T02:03:59Z
EarthQuake
5
wikitext
text/x-wiki
It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT)
a932ddcf7ce3adfa6218be0fdf12a3467ef887ff
Talk:Showscores
1
1447
2236
2235
2006-05-04T04:57:05Z
216.15.108.253
0
wikitext
text/x-wiki
+showscores is not a command, it's an alias. Please don't get them confused. :)
So why delete the article? It's useful and could've been used somewhere else. -ralphis
cdee4dcbd8a95952b8ffa7cac6371c19281a4597
2235
2225
2006-05-04T04:56:56Z
216.15.108.253
0
wikitext
text/x-wiki
+showscores is not a command, it's an alias. Please don't get them confused. :)
So why delete the article? It's useful and could've been used somewhere else.
1ddce68e13d5dec3a3388a3d3575fc67df6cea61
2225
2006-05-03T15:23:51Z
AlexMax
9
wikitext
text/x-wiki
+showscores is not a command, it's an alias. Please don't get them confused. :)
35695c07d97e7d4cf5a529701d87a04478d2ac8a
Talk:Subversion
1
1823
3735
2012-07-24T11:36:13Z
Pseudoscientist
76
/* Remove the first section? */ new section
wikitext
text/x-wiki
== Remove the first section? ==
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Created page with "Biography Stories From Famous Individuals Existence: The Most Improbable Biography Infos Of The Great Folks Like Favorite Educators, Historical Scientists Or Outstanding Enter..."
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Biography Stories From Famous Individuals Existence: The Most Improbable Biography Infos Of The Great Folks Like Favorite Educators, Historical Scientists Or Outstanding Entertainers: Allen Balcom Du Mont
Du Mont would be a brilliant inventor, television producer and broadcaster. He invented first business TV by perfecting cathode ray tube; made radar doable by devising the very first TV steerage system for missiles; developed method to find shrapnel in wounds; invented anti-knock gasoline; durable lacquer for automobiles, etc.
He founded the corporation that grew to become Allen B. Du Mont Laboratories. Allen Balcom Du Mont was given birth to on January 29, 1901, in Brooklyn, NY. His father, William, was secretary and treasurer of the Waterbury Clock Firm, maker in the celebrated Ingersoll dollar watch.
When the boy was 11 he was stricken by poliomyelitis during an epidemic within the city and was in mattress for almost per year. �Maybe this attack of polio I had would have been a blessing in disguise,� he explained years later. His father bought him a crystal radio set through the time he returned to college he studied the principles of radio coupled with constructed a receiving and transmitting set.
The household transferred to Montclair once the young Du Mont was 13. He continued to test out radio and received a license as a ship�s wireless operator when he was 15. A 12 months later he took a holiday job on a passenger vessel working between New York and Providence. For the next seven years he shipped out every summer time, once being stranded in Copenhagen for several months by means of a longshoremen�s strike.
Du Mont obtained Excessive College Diploma from Montclair High College in 1919 and Bachelor of Science, Electrical Engineer, from Rensselaer Polytechnic Institute in Troy, N.Y. in 1924. He began his career in electronics while using Westinghouse Lamp Firm, later a division with the Westinghouse Electric Corp. Westinghouse was making 500 radio tubes per day when he was named engineer accountable for production.
His improvements in testing had raised the output to 50,000 tubes a day by time he left the corporation 4 years later to turn into listed on the De Forest Radio Company as chief engineer. At De Forest Dr. Du Mont first started working with television, while using whirling disk technique. He helped construct the very first television transmitter with simultaneous broadcast of sight and sound.
Unable to interest his superiors at De Forest in the cathode ray tube being a higher procedure for television, Dr. Du Mont, at that time promoted to v . p . in management of production, resigned to begin his very own laboratory. In 1931, though economic conditions had been quite inauspicious for innovators, Dr. Du Mont created a $15,000-a-yr place with all the De Forest Radio Firm and founded Allen B. Du Mont Laboratories, Inc., in his garage with $1000-half of computer borrowed.
The corporate achieved its initial success since the primary U.S. producer of cathode-ray tubes, which have become important to the electronics industry. Working in a garage laboratory at his house, Dr. Du Mont developed a cathode ray tube that could be manufactured relatively inexpensively and lasted for the thousand hours. Until Dr. Du Mont�s discoveries, cathode ray tubes, the basis coming from all electronic television, were imported from Germany at high-cost. They burned out after 25 or 30 hours. The tubes manufactured by Du Mont had been much better.
Early Du Mont cathode ray tube EX4024P1 [http://www.abcdelite.com/ reformas de cocinas] Circa late 1930's; 5? CRT from oscillograph demonstration unit. It had a power supply solely within an open body wooden field for usage in classrooms. Selling price in 1948 was $45.00.
There was without any market in television during those times for his improved tubes; the gross earnings from sales the 1st year was only $70. Nonetheless, a successful by-product of his tv work was the cathode ray oscillograph. While Dr. Du Mont kept at the job in the media, the laboratory, that was incorporated in 1935 as Allen B. Du Mont Laboratories, Inc., prospered over the sale of oscillographs. With the broadening in the oscillograph market, Dr. Du Mont�s progress was swift. The laboratory quickly outgrew the storage at his dwelling, transferring first in a series of empty stores then with a plant in Passaic.
Certainly one of Du Mont�s early innovations (1932) was the �tuning eye�, that she offered to RCA for $20,000. �Tuning Eye� is the frequent name applied to the green-glow tubes (1V3 tube) employed in radio tools to visually profit the listener in tuning a radio station for the point of best signal strength. Officially called �Electron-Ray� tubes, they are so named to differentiate them from your cathode-ray tubes accustomed to produce images in tv, although the two types share a standard ancestry and basic architecture.
Dr. Du Mont was a spherical-confronted man with light blue eyes. His early talent as a swimmer (attending college he was called the �human fish�) later resulted in an energetic curiosity about yachting. He married Ethel Martha Steadman on October 19, 1926 and they had youngsters: Allen Balcom Du Mont, Junior, (1929) and Yvonne Du Mont, (1937). Dr. Du Mont�s enterprise success by no means affected his fundamental qualities of prudence and desire to get a easy life.
He dressed in a haphazard manner in most cases carried a slide rule inside breast pocket of his swimsuit coat. One associate declared he'd be unlikely to commit himself about how many was six instances 4 without consulting the slide rule. As soon as, when his wife was urgent him to redecorate his office, built with battered furnishings that he had used for years, he retorted: �You know, since that time we have successful, all the younger fellas inside plant want big, fancy offices. I determine leaving mine this way saves me a great deal of arguments.�
In a prophetic assertion in 1930, Dr. Du Mont, then still chief engineer for De Forest Radio, told a Government commission in a listening to to get a construction permit for any television station: �Tv is creating very rapidly no one can inform what goes to occur within six months�. With the breakthrough in television after World Warfare II, Dr. Du Mont was to end up being the business�s first millionaire. In 1939 his company was the 1st to market a home tv receiver, and by 1951 it absolutely was performing a gross business of approximately $75 million annually.
Early Du Mont TV receivers
Du Mont Model-180 - 14? image tube gave an 8?x10? image space (22 tubes, 250 Watts, Walnut Cupboard, $395 cost when new).
Launched for the public in 1938 before regular tv broadcasts have been initiated on April 30, 1939. Solely 4 sets can exist today.
Du Mont console with 12? screen and radio, manufactured by Du Mont Tv Co., 1946
Du Mont television with continuous tuner, FM radio settings, and tuning eye
Du Mont created television broadcasting - first experimentally, then being a commercial enterprise - in 1938. In actual fact, the solely approach to obtain NBC-RCA�s historic public broadcast of tv outdoors their 1939 World�s Honest pavilion was on sets created by Du Mont Labs. People had been crowding round Du Mont televisions to view President Franklin Roosevelt open the World�s Fair.
Determined to penetrate every aspect of tv, Dr. Du Mont in 1938 sold a half curiosity as part of his firm on the Paramount Photos Corporation, to raise capital for broadcasting stations. Starting with an experimental station, W2XWV, in 1942, per year later he acquired a license for WABD (now WNEW-TV) in New York and later added WTTG in Washington and WDTV (now KDKA-TV) in Pittsburgh [http://www.pulidoresdesuelos.com/empresa-de-reformas-en-barcelona.html reforma de oficina]. In 1955 Du Mont Broadcasting was separated in the Du Mont Laboratories, Inc., first becoming the Metropolitan Broadcasting Firm and subsequently, with all the addition of different properties, Metromedia, Inc.
Different stations were later joined to make the Du Mont Television Community, which originated programs primarily from its New York studios, beginning at 515 Madison Avenue, then at John Wanamaker�s department shop, lastly with the Du Mont Tele-Centre at 205 East 67th Road, the place New York�s Channel 5 still has its studios today.
Du Mont Tele-Centre, 515 Madison Ave., forty two stories, 1931, view towards the northeast.
Du Mont achieved numerous firsts in commercial television apply, but with little success. He tried to develop his community too rapidly both inside amount of associates and the amount of hours of programming offered to associates weekly. At the same time as Du Mont was developing into the 1st industrial television network, another networks, most notably CBS and NBC, were get yourself ready for some time when speedy community growth was most possible-experimenting with various program formats and talent borrowed from other radio networks, and also encouraging their most prestigious and financially profitable radio associates to apply for television licenses.
Old Du Mont cameras capturing a TV commerical
Prime-time programming would be a significant problem for Du Mont. The network wouldn't normally or can't spend on expensive demonstrates would ship large audiences, thereby attracting powerful sponsors. When a top quality present drew a large viewers regardless of its budget, it absolutely was snatched by CBS or NBC [http://www.pulidoresdeparquet.abcdelite.com/ reformas de locales]. Du Mont televised the sporadic profitable show, together with Cavalcade of Stars (earlier than Jackie Gleason left), Captain Video, and Bishop Fulton J. Sheen�s Life Is Worth Living. The network by no means gave the impression to generate sufficient widespread programming to assist keep it afloat, however - come to be - trigger it lacked the backing of a radio network.
The NBC, CBS and ABC radio networks supplied financial assist for television ventures as the fledgling business was growing-creating just what the FCC deemed �an ironic situation in which one communications medium financed the growth of its competitor.�
Du Mont�s solely outdoors financial help originated Paramount Studios between 1938 and 1941. The corporate created and offered class-B frequent stock solely to Paramount first dollar per share along with a promise to offer affiliation with CBS and NBC. Analysts have advised that Du Mont�s lack of major associates would be a main factor in the community�s demise.
One important factor contributing for the demise in the Du Mont Network was Allen B. Du Mont himself. Many people considered him as a �bypassed pioneer� without having head for business. Major stockholders began to publicly question the soundness of his choices, especially his desire to keep the TV community afloat despite main losses. In 1955, involved holders of huge blocks of Du Mont inventory began to wrest control from the business founder.
When the fiscally weakened Du Mont corporation spun off its television broadcasting services in 1955, Enterprise Week claimed that Du Mont had been pressured into television programming so as to deliver a niche for his TV receivers. No proof has been discovered to support this declare, however. In markets where licenses for tv stations were being granted throughout the postwar period, there have been ample license candidates to provide audiences with programming to stimulate set sales.
One motive Du Mont television sales lagged behind other manufactures was that his units have been of upper quality, and thus much more expensive. In truth, in 1951 Du Mont scale back tv production by 60%-although profits because of this division was subsidizing the TV network-because different manufactures have been undercutting Du Mont�s prices.
After the Du Mont Television Network and its particular owned- and-operated stations have been spun off in to a new company, there remained solely two main divisions of Allen B. Du Mont Laboratories, Inc. In 1958 Emerson Electrical Company purchased the Du Mont consumer merchandise manufacturing division. Du Mont was no longer employed by his own company in the occasion the last division - oscillograph and cathode-ray tube manufacturing - was bought to Fairchild in 1960. Du Mont was hired by Fairchild as group common supervisor of the A. B. Du Mont Division of Fairchild Camera and Instrument Corporation till his demise in 1965.
Du Mont might have remained in television broadcasting despite fiscal losses in order to uphold the title once given him, �the father of economic television.�
His company pioneered many key components necessary towards the growth and evolution in the industry. Du Mont was the very first to synchronize video and audio broadcasting in 1930. Du Mont engineers perfected the use of cathode-ray tubes as TV screens, developed the kinescope course of, as properly because �magic eye cathode-ray radio tuning indicator, and the 1st digital viewfinder.
Du Mont was a smart and energetic engineer who took dangers and profited financially from them-turning into historical past�s first tv millionaire. But when the large radio networks entered the subject of television, Du Mont was struggling to compete with these financially highly effective, significantly experienced broadcaster.
Dr. Du Mont received many honors for his work, most notable honorary doctorates including Physician of Engineering from Rensselaer Polytechnic Institute (1944) and Brooklyn Polytechnic Institute (1949), and Physician of Science from New York College (1955).
He received the Westinghouse Award in 1927, the Marconi Memorial Medal for Achievement in 1945 as properly as an American Television Society award in 1943 for his contributions towards the field. He was a recipient in the American Association of Promoting Companies Gold Medal (1947), from the Horatio Alger Award (1949) and De Forest Medal. He held a lot more than 30 patents for developments in cathode ray tubes along with other tv devices. Amongst Dr. Du Mont�s early discoveries was the principle of radar, however he was dissuaded by the Army Signal Corps for security causes from attempting to patent his findings in 1933.
Dr. Allen Balcom Du Mont grew to become the first American to receive the Cross of Knight, by order of the President in the Republic of France, and have become a adorned �Chevalier Order French Legion of Honor�, 1952, for accomplishments in Radar and Television. Apart from his achievements in electronics, Dr. Du Mont was famous for victories in predicted-log power boat racing. In his cruiser, Hurricane III, Dr. Du Mont gained many trophies for accuracy in navigation and calculation of variables with this sport.
Dr. Allen Balcom Du Mont, a pioneer within the practical continuing growth of tv, died at Medical doctors Hospital from a brief illness. He was 64 yrs . old.
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User:BuzzellOttinger207
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User:Capodecima
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User:ChelseaMcnatt634
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Created page with "Life Flashcards From Well-known Individuals Existence: Essentially The Most Implausible Life Activities Of The Famous People Like Notorious Real People, Notable Business Men O..."
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Life Flashcards From Well-known Individuals Existence: Essentially The Most Implausible Life Activities Of The Famous People Like Notorious Real People, Notable Business Men Or Famous Religious Leaders: Andre-Eugene Blondel
Andre-Eugene Blondel was French physicist known for his invention in the oscillograph and for his growth and improvement of something of photometric models of measurement.
Andre-Eugene Blondel was born on August 28, 1863, in Chaumont, France. Blondel became a professor of electrotechnology with the Faculty of Bridges and Highways and the School of Mines in Paris. In 1893 he invented the electromagnetic oscillograph, a pc device that allowed electrical researchers to look at the power of alternating currents. In 1894 he proposed the lumen and also other new measurement items to be used in photometry, depending on the metre and the Violle candle.
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Oscillograph is the instrument for indicating and recording time-varying electrical quantities, like present and voltage. The two fundamental types with the instrument in keeping use include the electromagnetic oscillograph along with the cathode-ray oscillograph; rogues is also known as a cathode-ray oscilloscope, which, as it happens, is solely an indicating instrument, while the oscillograph can make permanent records.
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The Blondel Oscillograph
In one form of Blondels oscillograph, the vibrating method is a smaller magnetic needle carrying an image, nevertheless the principle on what it operates may be the identical as that of the instrument above described. The oscillograph can be produced showing optically the form in the present curve or non-cyclical phenomena, like the discharge of the condenser.
In this situation the big vibrating mirror have to be oscillated by manner of a current from an alternator, about the shaft of which can be a disk of nonconducting material with brass slips let with it so arranged with contact brushes that in every period with the alternator a contact is done, charging say a condenser and discharging it with the oscillograph. In this means an optical illustration is obtained of the oscillatory discharge with the condenser.
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User:CorrieBailes605
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ef8fe1b4c7d611ff582a29292e04cc649705fa85
User:EarthQuake
2
1289
1835
1781
2006-04-04T17:17:24Z
EarthQuake
5
/* Contact Information */
wikitext
text/x-wiki
== EarthQuake ==
Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years.
EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials.
== Contact Information ==
Email:
*'''earthquake''' at '''realsimpsons''' dot com
*'''earthquake''' at '''doomvault''' dot com (currently inactive)
*'''seismos''' at '''gmail''' dot com
Forums:
*[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake")
*[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake")
*[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake")
IRC:
*[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom)
*[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault)
Wiki:
*If you have an account on this wiki, you may contact EarthQuake via the "discussion" link at the top of this page. Please leave a timestamp.
a4cb81303ded2747743755f29e2ef188f79d8df3
1781
1780
2006-04-04T02:35:50Z
EarthQuake
5
wikitext
text/x-wiki
== EarthQuake ==
Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years.
EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials.
== Contact Information ==
Email:
*'''earthquake''' at '''realsimpsons''' dot com
*'''earthquake''' at '''doomvault''' dot com (currently inactive)
*'''seismos''' at '''gmail''' dot com
Forums:
*[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake")
*[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake")
*[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake")
IRC:
*[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom)
*[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault)
Wiki:
*If you have an account on this wiki, you may contact me via the "discussion" link at the top of this page. Please leave a timestamp.
0439c5fbaf0089b76dec7445a870f8c426f93c48
1780
1779
2006-04-04T02:35:28Z
EarthQuake
5
wikitext
text/x-wiki
== EarthQuake ==
Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years.
EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials.
== Contact Information ==
Email:
*'''earthquake''' at '''realsimpsons''' dot com
*'''earthquake''' at '''doomvault''' dot com (currently inactive)
*'''seismos''' at '''gmail''' dot com
Forums:
*[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake")
*[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake")
*[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake")
IRC:
*[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom)
*[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault)
Wiki:
If you have an account on this wiki, you may contact me via the "discussion" link at the top of this page. Please leave a timestamp.
d90cd53d59a6541cbdcd554554902b62558bb60d
1779
1778
2006-04-04T02:34:49Z
EarthQuake
5
wikitext
text/x-wiki
Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years.
EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials.
== Contact Information ==
Email:
*'''earthquake''' at '''realsimpsons''' dot com
*'''earthquake''' at '''doomvault''' dot com (currently inactive)
*'''seismos''' at '''gmail''' dot com
Forums:
*[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake")
*[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake")
*[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake")
IRC:
*[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom)
*[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault)
Wiki:
If you have an account on this wiki, you may contact me via the "discussion" link at the top of this page. Please leave a timestamp.
e0741b397065edf55cb4158c9d462703141af811
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2006-04-04T02:32:45Z
EarthQuake
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wikitext
text/x-wiki
Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years.
EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials.
== Contact Information ==
Email:
*'''earthquake''' at '''realsimpsons''' dot com
*'''earthquake''' at '''doomvault''' dot com (currently inactive)
*'''seismos''' at '''gmail''' dot com
Forums:
*[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake")
*[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake")
*[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake")
IRC:
*[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom)
*[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault)
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2006-03-28T22:27:24Z
EarthQuake
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wikitext
text/x-wiki
== Headline text ==
''Italic text''
'''Bold text'''
[[Link title]]
[http://www.example.com link title]
[[Image:Example.jpg]]
<nowiki>Insert non-formatted text here</nowiki>
LOL
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1308
2006-03-28T22:26:28Z
EarthQuake
5
wikitext
text/x-wiki
== Headline text ==
''Italic text''
'''Bold text'''
[[Link title]]
[http://www.example.com link title]
[[Image:Example.jpg]]
<math>Insert formula here</math>
<nowiki>Insert non-formatted text here</nowiki>
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User:EasyPayDay4U.com
2
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3930
2019-08-20T08:19:06Z
EasyPayDay4U.com
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EASYPAYDAY4U.COM mission is to expand access to credit and lower the cost of borrowing for the millions of people that traditional banks are typically unable to serve. Everything we do we do for people!
wikitext
text/x-wiki
EASYPAYDAY4U.COM mission is to expand access to credit and lower the cost of borrowing for the millions of people that traditional banks are typically unable to serve. Everything we do we do for people!
EasyPayDay4U.com provides short-term loans. We have a lot of short-term loan lenders. They work best for the people who need cash in a hurry. The entire application process can be completed in a matter of minutes. Our Process will in done in three steps those are
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d7d4fe6e2c9d9d48b981830d5c080f8b312a8f51
User:EubankLauzon243
2
1792
3691
2012-07-11T10:05:24Z
188.167.53.80
0
Created page with "<h1>Buy Twitter Followers</h1> There are a couple of approaches on the best way to come across a lot more Twitter followers. These approaches include individual techniques th..."
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<h1>Buy Twitter Followers</h1>
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If you might be utilizing Twitter to determine contact with your friends then you try widespread strategies. Get Twitter followers by following people who've widespread interests as yours. This approach consumes longer time while, nonetheless this shouldn't be a significant deal. It is just a slight problem weighing your objective. [http://www.qwiksocial.com buy twitter followers]
Now in the event you are utilizing Twitter to identify profit from your company, then I would say which you want a higher-leveled approach. When you mean company, critical and positive way approach is needed. Since number of followers correspond money (sales), then this means that the much more Twitter followers you locate, the superior. Entrepreneurs, in this specific case, utilize every approach to improve their sales. Common method used by entrepreneurs is buying followers of Twitter. This option entails money spending yet it can produce remarkable number of followers at a brief time period.
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Buying followers is certainly a wise move. As a advertising tool, Twitter ensures ultimate type of advertisement. But as a buyer you have to remember that you simply have to outsource from a credible and trusted web visitors small business, otherwise you is often spending for absolutely nothing. Background checking is just not bad simply to make sure that the organization knows where to obtain finest followers. Ideal followers are people who can be turned into prospective customers at the near future. The important stage of a business enterprise is product introduction towards the public. This is some thing Twitter Marketing can do.
3112cd13d99dee379feea645507e756a3e9345c3
User:FrameHenshaw176
2
1796
3695
2012-07-11T17:43:38Z
188.167.53.80
0
Created page with "<h1>SEO London</h1> Online visibility is a have to for organization good results. You have to be identified on search engines and even heard and those which are thriving do s..."
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<h1>SEO London</h1>
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Profile, advertising and marketing and advertising have undergone radical alter because the evolution of the web based. When people look for a item or service, the web based is the 1st place they go and this need to be your initially port of call you turn to for those who need to have individuals to see who you might be as well as the merchandise you deliver.
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The world of search engine optimisation has been accelerating at fairly a pace. In terms of the amount of cash spent on the marketing channel, budgets have gone by way of the roof and, despite a recent slowdown, growth is yet in double figures. But the way an SEO Company handles both of its clients' person search engine marketing and advertising techniques has as well remained in a continuous state of flux. [http://hexaseo.co.uk seo london]
With Google, and other best search engine optimisation businesses, vying to make their service a lot more useable to the average on the web user at the same time as boosting security and reducing spamming issues, SE optimisation approaches have come to be increasingly complex. Getting to the best of Google is as challenging - if not significantly more challenging - as it ever was and consulting having a professional seo consultant can offer you providers the edge they want over their competitors.
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User:GhostlyDeath
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GhostlyDeath
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wikitext
text/x-wiki
[http://doom.wikia.com/wiki/GhostlyDeath Article of Myself on the Doom Wiki]
Odamex Submissions:
- Spectator (Got in!)
- Random map list (Pended until further pending)
- Ban lists and white list (In! Woo! Now let's ban everyone)
- Target Names (In! Yay!)
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GhostlyDeath
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wikitext
text/x-wiki
[http://doom.wikia.com/wiki/GhostlyDeath Article of Myself on the Doom Wiki]
Odamex Submissions:
- Spectator (Got in!)
- Random map list (Pended until further pending)
- Ban lists and white list (still pendering in the pender process)
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2008-04-30T02:40:46Z
GhostlyDeath
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wikitext
text/x-wiki
[http://doom.wikia.com/wiki/GhostlyDeath Article of Myself on the Doom Wiki]
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User:HildagardArmistead673
2
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2012-07-12T19:13:18Z
188.167.53.80
0
Created page with "<h1>Free Training</h1> I recently attended several training sessions for self improvement purposes. All had been presented by very smart, enthusiastic and tricky working trai..."
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<h1>Free Training</h1>
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User:JohnsAlton292
2
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3710
2012-07-12T07:12:51Z
176.31.28.151
0
Created page with " Vancouver Real Estate Revenue From Chinese Authorities Constraints A annually craze, which sees significant amounts of Chinese investor's coming to Canada to obtain house ha..."
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User:KalinowskiOsman51
2
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3680
2012-07-10T21:04:29Z
173.212.192.135
0
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User:KarmenGrundy261
2
1775
3674
2012-07-10T15:18:14Z
86.126.71.226
0
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e2f729738eda73d90ca3c10cfbd0e083d43ef15e
User:KinserMartz31
2
1815
3714
2012-07-12T09:02:53Z
78.179.158.129
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AŞKAR Prefabrik Evler; AŞKAR’ ın modern üretim tesislerinde gerçekleştirilen estetik ve kaliteli yapılardır. AŞKAR fabrikasında üretilen Prefabrik Evler istenilen mekana alanında eğitimli ve uzman montaj ekiplerimizce kurulumu gerçekleştirilmektedir. AŞKAR Prefabrik evler çok iyi ısı ve ses yalıtımına sahip olup, villayı aratmayacak derecede de konforlu ve modern yapılardır. AŞKAR [http://www.askarsacmetal.com Prefabrik] Evler her iklim ve coğrafi koşullara uygun olarak üretilmekte olup 4 mevsim kullanılabilen güvenli yapılardır. Türkiye'nin birçok ilinde AŞKAR Prefabrik evlerin kalitesini görebilirsiniz. Prefabrik konusunda uzman mimar ve mühendislerle bilgisayar kontrollü, kaynaklı ve kaynaksız teknoloji ile üretilen AŞKAR panel sistem binalar, ekonomik olmasının yanı sıra yüksek kaliteli bir ürün seçeneği sunmaktadır. [http://www.askarsacmetal.com konteyner]
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User:KitsuKun
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KitsuKun
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/* Kitsukun User Info */
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=KiTsuKun User Info=
Possible handle translation: "Tree Lover", " or "Mr. Fox"
Other Gaming Related handle: Thunder Fox, KiTsu
Use of this Handle: Coding, Common/Pop Arts, Personal Opinion, General Personal Discussions
General attitude: Optimistic Pessimist (The world sucks, but at least we can make it better)
Gender: Male
Age: 26
Political Leaning: Moderate Progressive
Religion: Christian Progressive
Favorite Music Category: Acoustic Punk
Other Preferred Music: If it isn't Pop or Pop-Country, I'll give it a shot.
Preferred OS: [http://www.ubuntulinux.org link "Ubuntu Linux"]
Secondary OS: Microsoft Windows XP Pro
Prefered Computing Platform: x86 APIC PC / AMD 64
Occupation: Unemployed / Disability (Asperger's Syndrome)
Favorite Computing Fields: Security, Networking, Debugging
Applicable Skills: Security, Networking, Basic Coding, Unscripted Bulk Code Handling, Advanced Object-Analysis, Speed Reading, BASH Command Prompt, Mid-Level Image Manipulation, Mid-Level Image Generation, Mid-Level wire frame manipulation, Mid-Level Map Manipulation
Non-Computer Interests: Electronics, R/C, General-Art, Comics, Manga, Anime, Poetry, Photography, Science, Philosophy, Literature, Video Games, Sociology, Politics
Non-Applicable Skills: CAD, Mechanics, Basic Quality Control, XML, Electronics, Electrical Maintenance , Computer design and maintenance, Mid-Level Photography, basic GIS skills
Biggest Complaint about the world: Even if the average individual person is open, smart and loving, yet as a whole people are still narrow minded, stupid, fearful, hate mongering animals.
Solution to biggest complaint: Talk the the person, not the people.
--[[User:KitsuKun|KitsuKun]] 20:41, 20 February 2007 (CST)
Fixed page spelling, with misc. corrections.
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2006-11-07T14:43:43Z
KitsuKun
18
Initial autobiographical page for user KitsuKun
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=Kitsukun User Info=
Possible handle translation: "Tree Spirt" or "Mr. Fox"
Other Gaming Related handle: Thunder Fox
Use of this Handle: Coding, Common/Pop Arts, Personal Opinion, General Personal Discussions
General Dimeaner: Optomistic Pessimist (The world sucks, but at least we can make it better)
Gender: Male
Age: 26
Political Leaning: Moderate Progressive
Religion: Christian
Favorite Music Catigory: Accoustic Punk
Other Prefered Music: It would be easier to list what I don't Like.
Prefered OS: [http://www.ubuntulinux.org link "Ubuntu Linux"]
Secondary OS: Microsoft Windows XP Pro
Prefered Computing Platform: x86 APIC PC / AMD 64
Occupation: Unemployed / Disablity (Asperger's Syndrome)
Favorite Computing Feilds: Security, Networking, Debugging
Applicable Skills: Security, Networking, Basic Coding, Unscripted Bulk Code Handling, Advanced Object, Analisis, Speed Reading, BASH Command Prompt, Mid-Level Image Manipulation, Mid-Level wire frame manipulation, Mid-Level Map Manipulation
Non-Computer Interests: Electronics, R/C, General-Art, Comics, Manga, Anime, Poetry, Photography, Science, Phillosophy, Literature, Video Games, Sociology, Politics
Non-Applicable Skills: CAD, Mechanics, Basic Quality Control, XML, Electronics, Electrical Maintainance, Computer design and maintainance, Mid-Level Photography, basic GIS skills
Biggest Complaint about the world: Even if the average individual person is open, smart and loving, yet as a whole people are still narrow minded, stupid, fearful, hate mongering animals.
Solution to biggest complaint: Talk the the person, not the people.
--[[User:KitsuKun|KitsuKun]] 08:43, 7 November 2006 (CST)
Page progress: First draft Written, needs spell checking, further editing, better formating, external links to my (KitsuKun's) other pages etc. etc. etc.
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User:ListerGaudreau186
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2012-07-10T04:13:39Z
115.160.177.18
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Created page with "An amount are the right off the bat that involves the mind if I mention [http://www.oakleysunglassesonlinestore.net/ Cheap Mens Oakley sunglasses]? If sports' your message, th..."
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User:Manc
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2006-03-31T05:07:17Z
Manc
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Mike "Manc" Lightner is the webmaster, project coordinator and "blue moon" bug fixer for Odamex 1.x.
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Manc
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Mike "Manc" Lightner is the webmaster, project coordinator and "blue moon" bug fixer for Odamex 1.x.
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Manc
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Add something real
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Mike "Manc" Lightner is the webmaster, project coordinator and occasional bug fixer for Odamex 1.x.
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Manc
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Manc
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Manc
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User:MargoSwinehart177
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2012-07-10T11:17:29Z
173.213.110.81
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Created page with "Chase your ideal and make it a reality by availing car loans. While banks generally charge higher interest rates on used cars compared to new cars, their rates are still below..."
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User:McneilRobert322
2
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2012-07-10T18:21:29Z
95.76.36.123
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Created page with "Boost Free Online Kazuc - We search the web 24-7, finding the best deals and prices on the items you want most, and then bring them to you in one easy to use location. http://..."
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User:MelanyRaby447
2
1800
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2012-07-11T19:42:31Z
188.167.53.80
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Created page with "You for instance your physician So, what exactly is wrong with that? Nothing. Most of us like our doctors. That's why we trust them and keep going back to them for therapy. B..."
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You for instance your physician
So, what exactly is wrong with that? Nothing. Most of us like our doctors. That's why we trust them and keep going back to them for therapy. But have to the reality which you for example your doctor prevent you from seeking compensation as soon as he or she committed wrongdoing that caused you physical and emotional injury? [http://www.moldbacteriaconsulting.com/author/lyn/ Satnam Singh Gandham]
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User:MindtechAffiliates.com
2
1836
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2019-09-19T07:35:55Z
MindtechAffiliates.com
149
Mindtech Affliates is an innovative group focused in Affiliate marketing, online marketing and media buying in global market arena. We are renowned for weekly payments that are never late, available in multiple currencies and through multiple methods. Our
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User:MixonRhodes782
2
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2012-07-10T11:06:07Z
37.15.99.177
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Created page with "Josep Maria Carreras Thought of being one of the world's three nice operatic tenors dwelling at the tip of the twentieth century, Josep Carreras (born 1946) waged an excellen..."
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Josep Maria Carreras
Thought of being one of the world's three nice operatic tenors dwelling at the tip of the twentieth century, Josep Carreras (born 1946) waged an excellent battle in opposition to a lethal way of leukemia revisit his beloved singing career. He received worldwide acclaim touring with fellow tenors Luciano Pavarotti and Placido Domingo.
Born in Barcelona, Spain, on December 5, 1946, Carreras was the youngest little one of visitors cop, Josep Carreras-Soler, and hairdresser, Antonia Coll-Saigi. His had not been a really musical family, however Carreras grew to become thinking about opera at just six years. His father, a teacher who'd been compelled into police work with the repressive Franco regime, took young Josep to view The Great Caruso, a film biography of operatic singer Enrico Caruso starring Mario Lanza. From that moment on, there was no doubt in Carreras' thoughts with what he wished to do together with his life. The very subsequent day, Josep's voice filled the Carreras family with arias he remembered from your film. In his autobiography, Carreras recalled that his performance of those arias amazed his household, for he "repeated these phones perfection," though he never heard them before. His household, impressed at how profoundly Josep was affected by the movie, organized for him to take music lessons.
Enrolled at Conservatory
At age of eight, Carreras enrolled at the Barcelona Conservatory, where he studied music for an additional 36 months. Throughout this identical period he noticed his first stay opera, attending a efficiency of Verdi's Aida at Barcelona's Gran Teatro del Liceo. In his autobiography, Carreras stated of that expertise: "In every one's life, there are specific moments that will never fade or die. For me that evening was some of those occasions. I will always remember the 1st time I saw singers with a stage and an orchestra. It was the very first time during my life that I might stepped into a theater, however the place was as familiar in my experience as though I had at all times recognized it. At the time, I could not perceive my feeling. In the present day I can describe it this way: from your moment I crossed the brink, I knew it was my world., I knew it had been the place I belonged."
Shortly having seen his first opera, Carreras made his singing debut in public places, performing in a profit live performance broadcast over Nationwide Radio. When he was 11, he was invited to sing the function of Trujaman in El Retablo de Maese Pedro, an opera published by Spanish composer Manuel de Falla. Only 3 years having seen his first opera at the Gran Teatro del Liceo, he returned to its stage to produce his operatic debut. He carried out twice more in small elements with the Liceo before his altering voice compelled him to temporarily decline all offers.
Took Formal Voice Lessons
Carreras started taking formal voice classes in 1964. The next 12 months he enrolled with the College of Barcelona, studying chemistry for an additional two years. Nevertheless, he remained interested primarily in pursuing a job in opera. After a yr of voice lessons from Juan Ruax, Carreras dropped his chemistry studies in 1967. His adult debut in opera arrived 1970, when he performed the function of Flavio in Bellini's Norma. The famous Spanish soprano Monserrat Caballe was favorably impressed with Carreras' performance in Norma that they invited him to show up reverse her in Donizetti's Lucrezia Borgia, performing the function of Gennaro. Under the wing of Caballe, who Carreras later identified as "like family," the younger tenor's operatic career was formally launched. As well as for the function of Gennaro, Carreras sang the position of Ismael in Nabucco. In 1971, he received the Verdi Singing Competition in Parma, Italy, which opened the doorway towards the opera homes worldwide for Carreras. That 12 months also, he married the former Mercedes Perez. The couple, who separated in 1992, had two children, Albert and Julia.
Carreras' repertoire ultimately grew to include over forty operas. Amongst his extra notable roles are Rodolfo in La Boheme, Don Josep in Carmen, Cavaradossi in Tosca, and Riccardo in Un ballo in maschera. Notable one of many conductors with whom he's worked was the late Herbert von Karajan, who called Carreras "my favourite tenor." The two labored carefully collectively from 1976 till 1989 around of von Karajan's death. It was the conductor who encouraged him to consider on heavier roles, many of which are not actually worthy of his voice. One such function - Radames in Aida - was debuted in Salzburg in 1979 and was later dropped from his repertoire by Carreras.
Along with appearing in most in the main opera venues worldwide, together with La Scala in Milan, the Staatsoper in Vienna, along with the Metropolitan and Metropolis Heart in New York, Carreras has recorded extensively. His recordings are definitely not restricted to operatic performances but include fashionable music, folk songs, and excerpts from zarzuelas, the distinctive light operas of Spain.
Diagnosed with Leukemia
Carreras' biggest challenge were only accessible in 1987. The singer had felt profoundly fatigued for months, but when he come to Paris to start out shooting the movie model of La Boheme, he felt so nauseated that a friend drove him with a hospital inside the French capital. Inside a couple of days, French docs handed him their devastating diagnosis: acute lymphoblastic leukemia. Docs gave him simply a ten percent possibility of survival. From Paris, he was transferred where you can Barcelona, where he entered El Clinco Hospital. So popular was the tenor in his native country that Spanish tv broadcast bulletins on his situation 3 x every day. When it turned out determined that the finest treatments for his particular way of leukemia have been obtainable in the United States, Carreras was transferred to the Fred Hutchinson Cancer Analysis Heart in Seattle.
In Seattle Carreras underwent painful surgical procedure in which bone marrow was obtained from his hip, cleaned of cancer cells, after which reinjected into his body. Fearful that breathing tubes would possibly damage his voice, he insisted he be provided with only partial anesthesia for that operation. The surgical procedure was as properly as weeks of radiation and chemotherapy. To sustain himself by way of this ordeal, he devoted to his old flame - the opera. To get from the radiation treatments, however measure time by working by means of some of his favourite arias in their head. He later advised Time reporter Margaret Hornblower: "I'd say to myself, 'Only three extra minutes of torture. That's the amount of Celeste Aida.' So I might sing it during my head better than I might ever sung it onstage." The ravages of radiation remedies and chemotherapy took their toll on Carreras. He misplaced all his hair, his fingernails dropped off, and his weight fell sharply.
Never Feared Dying
Looking again on his struggle with cancer, Carreras instructed Time: "For 9 months inside the hospital, I knew I was facing death. But I all the time saw the light at the end of the tunnel. Generally it turned out bright; typically it was nearly extinguished. However I inform you something: I wasn't afraid to die. I used to be worried for my children. But fearful of dying? Never."
In opposition to all odds, Carreras gained his combat leukemia, however he fearful that this wide vary of of radiation he'd obtained along with hours of nauseating chemotherapy might have damaged his voice past repair. All through his months in the hospital, he obtained help not only from his fans but also from fellow tenors Placido Domingo and Luciano Pavarotti. Domingo flew to Seattle to speak for 2 hours to his beleaguered countryman via a wall of plastic. Pavarotti despatched a telegram that read partly: "Get well soon. Without you I have no competitors!" Interviewed in 1992 by Stereo Overview, Carreras recalled the significance of his followers' support. "The a big number of letters I obtained from folks I did not know touched me deeply and have been fundamental to my recovery."
In July 1988, Carreras made his comeback in the open-air live performance carried out in the shadow of Barcelona's Arch of Triumph. More than one hundred fifty,000 people attended the performance. Usually a modest man, Carreras couldn't resist telling one interviewer that "Michael Jackson, within the similar city, obtained only 90,000." He followed his comeback in Barcelona with live performance appearances in greater than a dozen cities, together with Vienna in which the Staatsoper build a video display to guarantee that countless fans in the streets who'd been struggling to get tickets might see Carreras perform. Inside the prestigious opera house, Carreras was handed a standing ovation of over an hour or so. The tenor received equally warm receptions in New York Metropolis and London, where fans showered Carreras with flowers throughout 5 ovations. Late in 1988, Carreras established the Worldwide Basis Against Leukemia, the key goal of that is "to assist scientific analysis with funding and grants," he told the Unesco Gazette. "Scientists imagine how the finest way to struggle the sickness is at all times to boost research efforts."
In September of 1988, Carreras traveled to Merida in the south of Spain to generate his first operatic look since his diagnosis with cancer. Interviewed by the tv crew earlier than his performance, the tenor said, "This can be a particular moment within my life. It is a triumph over myself." And Carreras failed to disappoint the a big number of followers who had flocked to Merida to see him sing the role of Jason in Cherubini's Medea. Though nonetheless weak from his months of remedy, he "proved which he was again, able to compete again for the operatic stage," in accordance with Time journal's evaluation of his appearance. Shortly after his look in Merida, Carreras returned to his hometown to premiere a new opera known as Christopher Columbus.
Sang to Benefit Cancer Center
Certainly one of Carreras' first American concert events after his recovery was obviously a 1989 benefit for Seattle's Hutchinson Most cancers Research Heart, where he had been successfully handled for leukemia. Maybe the crowning jewel in Carreras' return to singing after his illness was his appearance with Domingo and Pavarotti in the "Three Tenors" concert of 1990. Staged in a outdoor arena in Rome, the concert preceded a sport in the World Cup soccer championship and was seen by more than 800 million followers in the media worldwide. A surprising success, the concert was repeated on the 1994 World Cup Finals in Los Angeles before a live viewers of more than 50,000. An estimated 1.three billion saw the live performance in the media. Information and movies in the two concerts have sold inside the millions. In subsequent concerts the "Three Tenors" performed at New Jersey's Giants Stadium, exterior New York Metropolis, within the summer time of 1996, at Detroit's Tiger Stadium in July 1999, and again in Beijing's Forbidden City in June 2001.
Carreras' autobiography, Singing in the Soul, which devoted to the singer's fight with cancer, was published in the United States in 1991. Though the opinions have been mixed, it offered properly, racking up gross sales of around 650,000 copies.
Concert events, including the "Three Tenors" performances with Domingo and Pavarotti, are noticed by Carreras in order to bring opera on the masses. Of his pursuit to win a wider audience for opera, he instructed the Unesco Courier: "Like every other way of artistic expression, music needs bavarian motor works logo. It could basically be decoded and be accessible when it reaches people - you can't love something before you comprehend it." In June of 1994, he joined an Italian opera company inside a musical tribute to people who lost their lives in the ethnic preventing in the future of Bosnia. The live performance, that has been televised, was staged amidst the ruins of the Nationwide Library in conflict-torn Sarajevo. Conductor Zubin Mehta led Carreras, singers in the Italian opera company, and the Sarajevo symphony orchestra and chorus in Mozart's Requiem Mass.
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User:Naadia
2
1837
3932
2019-09-20T10:26:40Z
Naadia
150
Created page with "Based out of Bangalore, Naadia Mirza & Co is a full-service event planner. Naadia began her career in party planning more than nine years ago. Today, Naadia and her astonishin..."
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Based out of Bangalore, Naadia Mirza & Co is a full-service event planner. Naadia began her career in party planning more than nine years ago.
Today, Naadia and her astonishing team are pacesetter best known for their creative ideas, unexpected décor accents and exquisite attention to every last detail. Her professional team is capable of planning everything from a party of two to a party for thousands. Naadia Mirza and Co take care of every aspect of your event including décor, lighting and sound, invitations, logistics, sourcing and favors. No matter the number of guests, Naadia’s events are stylish and personalized.
[https://www.naadiamirza.com/ best wedding planners in bangalore]
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User:Nautilus
2
1350
1647
1646
2006-03-31T05:52:11Z
Nautilus
10
wikitext
text/x-wiki
WOOOOOOOOOOOOOOOOOOO
7ed6ebf6d518488625eb15ac7a36ef3a88f0048d
1646
2006-03-31T05:52:02Z
Nautilus
10
wikitext
text/x-wiki
== Headline text ==
WOOOOOOOOOOOO
a63e98380c563f53fc521dd5fb78298f4121c93f
User:Nes
2
1597
3172
2008-05-30T20:00:50Z
Nes
13
maybe this page needs to exist before I can edit protected pages
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Need a teleporter here.
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User:NovaFlame
2
1552
2898
2896
2007-04-09T15:23:25Z
NovaFlame
38
wikitext
text/x-wiki
I don't know what to put here
15a9afb304b4c0238d97611c62ebca03b4c10080
2896
2007-04-09T04:27:00Z
NovaFlame
38
wikitext
text/x-wiki
I don't know what to put here either.
1e16a4ebf0bb36e668bf8936ed77e7cfbb3ef6de
User:PearlaBjork658
2
1817
3716
2012-07-12T13:05:31Z
173.208.103.141
0
Created page with "<h1>Reverse Phone Look-up</h1> Look for an house address by phone of a relative's shifted location [http://reverse-phonelook-up.info/ telephone number lookup] The cyberspace..."
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<h1>Reverse Phone Look-up</h1>
Look for an house address by phone of a relative's shifted location [http://reverse-phonelook-up.info/ telephone number lookup]
The cyberspace may be tricky if you try to locate important information, as when one utilizes contact number to do so. Nonetheless there is certainly websites web-based that give you a reverse number lookup, with checking out by phone number to find a number's important information. And these will need massive premium data source, which in turn must cost a modest cost upon preparing your own custom report, in order to gain access to privacy as well as valued information. And the web page stated at the bottom of this article is the best service provider, so it would be smart to take into accout.
The plethora of web pages supplying Custom mobile reports tend to be inaccurate, as with particular reverse cell phone look up web-sites offering no cost of charge services, they naturally do not possess access to good quality sources, therefore you are usually left feeling hopeless when left with a “no data found” message upon processing your own number in the 100% free search site's intended “databases”. The only answer is a site such as the 1 stated at the conclusion of this article, which provides an outstanding report, custom to tracing a phone number, supplying you with owner's name, address or current location (all with satellite imagery), service provider, not to mention history checks. [http://startreversephonelookup.com/ reverse phone number look up]
However this can be mutually beneficial, particularly when it comes to unidentified callers. Perhaps eventually you return and discover your callers list, with 2 unidentified calls. After that upon making dinner and going downstairs do to the washing and find another two missed telephone calls, and these are from one particular phone number. Recognizing the cell phone number, you can actually track down the number by doing a reverse contact number lookup at the web site noted at the end of the article, in effect to discover address by telephone number. Now if outcomes are traced, through access via a reverse lookup paid for directory or “database”, you get a specialized report about possession information, that the internet site service provider pays for in order to have access to this information. Now you can now get the telephone number possession information, such as name and address, and by simply doing this search you discover out the location is your relative's, or Mother Suzy, and you can reconnect, take note of her new address, and keep in contact with her with all of her important or helpful information saved, neatly and concisely in a single cellphone report.
Try doing a reverse telephone look up at [http://www.reversenumber-lookup.info/ free cell phone number lookup] for immediate outcomes!
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User:Pseudoscientist
2
1825
3752
3751
2012-08-26T15:49:28Z
Pseudoscientist
76
wikitext
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aka "Amateur Spammer" in bug tracker
=== Notes to myself ===
* flagnext doesn't work if netdemo is paused
* ACS client side?? (ACS_Execute is predicted, but variables aren't sent from server to client. Bad. See: bug 880.)
* need a SPAC_GUNTHROUGH
e598d8aaf2b7e539688f7b89d7b1f95b19b498ed
3751
3750
2012-08-26T15:45:38Z
Pseudoscientist
76
wikitext
text/x-wiki
=== Notes to myself ==
* flagnext doesn't work if netdemo is paused
* ACS client side?? (ACS_Execute is predicted, but variables aren't sent from server to client. Bad. See: bug 880.)
* need a SPAC_GUNTHROUGH
c29f09f898de9548bcc267e50f13db7710a26076
3750
2012-08-26T15:35:03Z
Pseudoscientist
76
Create user page
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=== Notes to myself ==
* flagnext doesn't work if netdemo is paused
421a04ceb489147805eccf66953f658eee9cbb81
User:RaelFarrar431
2
1788
3687
2012-07-11T08:37:50Z
188.167.53.80
0
Created page with "<h1>Sameday Payday Loans</h1> More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. I..."
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<h1>Sameday Payday Loans</h1>
More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. In such cases the individual is left with extremely couple of selections which are instant money payday loans or borrowing from buddies and family since if the situation calls for instant cash then there are only these possibilities which remain. Borrowing cash from friends and family is all appropriate once yet much more than that it becomes an awkward situation which the borrower could will need to steer clear of. So instant money payday loans automatically turn into the favourite option for such instances.
Instant cash payday loans have been a item born out of necessity as they have been especially created by financial organizations and institutions keeping in mind the requirement of instant cash. One by no means knows as soon as instant money will be crucial be it an accidental auto repair or a sudden medical bill. It may well even be your last mortgage reminder or the electricity bill reminder. Often such costs have to have instant payment. That is why the instant money payday loans are an crucial part of the life of a British citizen. [http://instantpaydayloanuk.co.uk instant payday loans]
Focusing on the instant cash payday loans, they're loans that are paid by write-up dated checks produced from the checking account of the borrower to the lender. It provides a make certain towards the lender that the borrower will repay the money as soon his or her salary is transferred to his account. The lender can cash the check on the date specified by the borrower as and when his salary is transferred. The check is made of the amount which includes the borrowed money along with a small fee which is charged by the lender for the transaction. All such transactions incorporate a specific amount of fee which depends upon the quantity of cash borrowed.
These payday loans have particular needs which the borrower must maintain in mind ahead of applying for the loans. The many vital thing is that the applicant ought to be above the age of eighteen along with a British citizen. Another requirement is that the applicant need to have a regular job and checking account in which he receives his salary. If the applicant meets all these needs then there should be no problem in getting the loan readily.
A hassle-free factor to keep in mind is that the borrower have to not have an outstanding loan of the identical type. In that case the lender won't loan the money until unless the prior loan has been paid off along with the transaction fee. Lenders are pretty strict around this factor so 1 must keep in mind to clear all loans ahead of applying for a brand new one. Otherwise instant money payday loans can certainly develop life quick for all those who have to have instant money.
Between 2 consecutive paydays for those who don't have dollars to meet expected or unexpected fiscal requirements then you are able to derive cash readily working with exact same day payday loans. These loans are specially created to help the salaried many people in their hardship days, mainly because payday loans are needless to say secured on the salaried of the borrowers. So, the applicant have to be permanent employee in any reputed company. [http://instantpaydayloanuk.co.uk/apply-now/ instant payday loans]
In addition the applicant have to be 18 years old of age using the resident of USA and monthly earning ought to be extra than $1000 per month. These loans are on the market on the web so the applicant ought to have a valid active checking account for the electrical loan transferred.
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User:Ralphis
2
1360
2292
1719
2006-09-19T14:28:46Z
155.247.166.28
0
Updating my user profile
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Ralph Vickers (aka Ralphis) is one of the project leads for Odamex. If you have a question or information for a certain party involved with Odamex and you cannot contact them he will be more than happy to lend you a hand in resolving your problem in a timely fashion.
== Contact ==
* Email: ralphis@odamex.net
* AIM: Ralphis SFR6
* WWW: http://ralphis.unidoom.org/
66a595856cd6531530c381bed148f89bfd44f80c
1719
2006-03-31T22:18:02Z
AlexMax
9
wikitext
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Ralphis is better than you.
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User:RingSandstrom821
2
1798
3697
2012-07-11T18:58:37Z
188.167.53.80
0
Created page with "Good communication will be the important to countless efficient relationships. In order to guarantee that you simply receive the superb medical care and treatment you need to ..."
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Good communication will be the important to countless efficient relationships. In order to guarantee that you simply receive the superb medical care and treatment you need to have for your diseases and injuries, it truly is crucial to have the ability to talk openly and freely with their doctors. Sadly, plenty of people express frustration or embarrassment once attempting to speak with their physicians. [http://cancerres.aacrjournals.org/content/61/14/5595.full Gandham Satnam Singh]
It is critical to remember that your doctor wants to have an understanding of personal data around you and your steps and habits so as to properly diagnose and treat your condition. However, if either you or your doctor is uncomfortable communicating around a particular topic, it is easy to not obtain the appropriate medical attention you require. Often people think that as soon as they pay a visit to the doctor, they may be judged harshly given that of their concerns, lifestyles, or actions. Some factors that might produce communication having a physician challenging consist of:
The physician's gender. Females may possibly believe a lot more comfy speaking with female physicians about particular issues, basically as males might possibly believe far more comfortable speaking with male physicians, simply because of individual or religious reasons. For this reason, patients might require to make a decision a physician of the very same sex. [http://www.ncbi.nlm.nih.gov/pubmed/7463068 Dr Satnam Gandham]
The patient's first language. Sometimes, patients who don't speak English as a initial language have challenge communicating certain issues to a doctor. In the very same line, doctors may possibly have trouble communicating a diagnosis and treatment data to the patient if the patient is not definitely fluent in English. Because of this, a patient could will need to make a decision a doctor who speaks their 1st language.
The patient's lifestyle. A patient who doesn't follow a healthy or classic lifestyle is often embarrassed to admit this fact to a doctor whom he or she doesn't absolutely trust. However, it can be essential for a physician to understand your way of life to be able to help you remain healthy. For this reason, a patient might possibly need to have to seek a doctor with whom they think comfortable divulging the particulars of their personal health solutions.
Choosing a doctor is usually one of the plenty of crucial decisions that a person can make. Unfortunately, there is particularly small data offered which can assist a potential patient determine if a particular doctor is right for them. There are a few choices though, despite the fact that they are reasonably weak mainly because what the ramifications are for the patient.
At the minimum, check to see if a doctor's license is valid. The state board can at the same time supply information relating to any disciplinary action. Depending on the kind of physician, board certification should too be checked. Board certification shows that a physician is qualified in a specialty field. [http://www.childrenscentralcal.org/OurDoctors/Pages/sgandham.aspx Dr Gandham Satnam Singh]
Most well being plans will not have data concerning the excellent of individual physicians, however a couple of may perhaps have data regarding any probable disciplinary or legal issues the physician may well have encountered. With the information most likely offered, navigating the bureaucracy of an insurance giant could possibly not be worth the effort. There is a opportunity the insurance businesses have some kind of rating technique out there for physicians in their network. Any relevant information could be useful.
313cd29e98d244dac54b0acd2ebdd3e1553f168f
User:Roaketes
2
1511
2762
2007-01-22T03:38:43Z
Roaketes
14
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I hit rock bottom.
50b94bf085eb7bc85ef48aa48efa24296e0f0778
User:Russell
2
1509
3801
3799
2014-04-07T23:16:38Z
Russell
4
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Russell is the current maintainer and oversees the development of the Odamex Launcher.
He also occasionally works on the client and server aswell.
== Nicknames ==
* Russell
* rice
== Contact ==
* Email: russell odamex dot net (put an @ sign where appropriate, maybe replace the word dot too)
* Website: [http://russell.slipgate.org LichSoft Software]
bae909d15a0c788d548964ebc566118dc5205ea9
3799
2927
2014-04-07T23:12:26Z
Russell
4
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Russell is the current maintainer and oversees the development of the Odamex Launcher.
He also occasionally works on the client and server aswell.
== Nicknames ==
* Russell
* rice
== Contact ==
* Email: [mailto:russell@odamex.net russell at odamex dot net]
* Website: [http://russell.slipgate.org LichSoft Software]
69af808e599a0afca825e81a3a26bd9aa6049207
2927
2926
2007-06-02T23:14:35Z
Russell
4
dur
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text/x-wiki
Russell Rice is the current maintainer and oversees the development of the Odamex Launcher.
He also occasionally works on the client and server aswell.
== Nicknames ==
On IRC:
* Russell
* rice
* RTC_Marine
On Odamex:
* Xemado
* Russell
== Language ==
Severity: <b>High</b>
* "Shut up" - When I say this, I really mean it, bad things will happen otherwise.
Severity: <b>Medium</b>
* "That isn't a such good idea" - Quite literally, you could end up in a world of trouble if you continue.
* "Ah ok" - I got it, got the point, whatever.
Severity: <b>low</b>
* "Go blow yourself" - Really.
* "Stick that in your pipe and smoke it" - Who's the king now?
== Contact ==
Email: [mailto:russell@odamex.net russell@odamex.net]
Hotmail/MSN: [mailto:rtc_marine@hotmail.com rtc_marine@hotmail.com]
WWW:
* [http://russell.mancubus.net "The House of Rice"]
* [http://russell.slipgate.org LichSoft Software]
090320e0f7243a7b79e5e524da8a9079bee16656
2926
2746
2007-06-02T23:14:10Z
Russell
4
wikitext
text/x-wiki
Russell Rice is the current maintainer and oversees the development of the Odamex Launcher.
He also occasionally works on the client and server aswell.
== Nicknames ==
On IRC:
* Russell
* rice
* RTC_Marine
On Odamex:
* Xemado
* Russell
== Language ==
Severity: <b>High</b>
* "Shut up" - When I say this, I really mean it, bad things will happen otherwise.
Severity: <b>Medium</b>
* "That isn't a such good idea" - Quite literally, you could end up in a world of trouble if you continue.
* "Ah ok" - I got it, got the point, whatever.
Severity: <b>low</b>
* "Go blow yourself" - Really.
* "Stick that in your pipe and smoke it" - Who's the king now?
== Contact ==
Email: [mailto:russell@odamex.net russell@odamex.net]
Hotmail/MSN: [mailto:rtc_marine@hotmail.com rtc_marine@hotmail.com]
WWW:
* [http://russell.mancubus.net "The House of Rice"]
* [http://russell.slipgate.org LichSoft Software]
9997ed3b33827a08abd88bd1b7b63229c96e14f5
2746
2007-01-20T08:32:44Z
Russell
4
wikitext
text/x-wiki
Russell Rice is the current maintainer and oversees the development of the Odamex Launcher.
He also occasionally works on the client and server aswell.
== Nicknames ==
On IRC:
* Russell
* rice
* RTC_Marine
On Odamex:
* Xemado
== Language ==
Severity: <b>High</b>
* "Shut up" - When I say this, I really mean it, bad things will happen otherwise.
Severity: <b>Medium</b>
* "That isn't a such good idea" - Quite literally, you could end up in a world of trouble if you continue.
* "Ah ok" - I got it, got the point, whatever.
Severity: <b>low</b>
* "Go blow yourself" - Really.
* "Stick that in your pipe and smoke it" - Who's the king now?
== Contact ==
Email: russell (at) mancubus (dot) net
Hotmail: rtc_marine (at) hotmail (dot) com
WWW:
* [http://russell.mancubus.net "The House of Rice"]
* [http://russell.slipgate.org LichSoft Software]
8829dd5fa582532db97aec91d7c76a1ae524754a
User:SheehyNevarez750
2
1807
3706
2012-07-12T03:36:19Z
112.111.185.227
0
Created page with "Oakley Sunglasses Polarized may be the optimal sunglasses for boating along with other aquatic events. These are extremely ideal for all sportsmen. Oakley's glares allow you t..."
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Oakley Sunglasses Polarized may be the optimal sunglasses for boating along with other aquatic events. These are extremely ideal for all sportsmen. Oakley's glares allow you to see through the lake. These sunglasses have grown to be popular day-to-day. These sunglasses help in looking at the river to trap fish. These [http://www.oakley.com/ Oakley] sunglasses polarized are made rich in technology base. It makes you see everything very clearly. It also is determined by which type of fishes that you are fishing. You can view under water rocks and pebbles together with fishes. This power helps with catching a fish less of a challenge. It making you to determine clearly from the water. So, it may help in refracting sun rays and helps in fishing or other sport event. Oakleys is often a company which produces many innovative glares. Oakley's innovative water streak and sheen prevention with hydrophobic™ permanent lens coating providing a smudge-resistant is a wonderful barrier against lotions, sunscreens, even repelling dust and dirt and skin oils. Oakleys was founded inside the year1975. Furthermore , it neutralizes up your eyes with water surface and the sun's rays.
The corporation besides manufactures polarized [http://www.oakleysunglassesonlinestore.net/ray-ban-sunglasses-c-1.html Ray Bans] sunglasses. Additionally , they produce watches, backpacks, ski goggles and a lot of other accessories. Oakleys may be the perfect company that helps in enhancing the vision while fishing. Thus, sportsmen think it is boon while fishing. These are great advantages to varied fishermen to trap fish. These glasses also assistance in high-definition optics. This facility assists in enhancing of the vision power. You can not say the [http://www.oakleysunglassesonlinestore.net/ Discount Oakley Sunglasses] polarized aren't a cheat code. It lowers down the brightness of any reflecting rays. Your vision are completely protected. It gives a soothing effect for a eyes besides. You now need not put lots of sunscreen lotion on the face to safeguard see your face and eyes. These Oakley polarized sunglasses are definitely more than enough. Oakley's sunglass fits exactly and perfectly on your face which helps in the enhanced vision. Sun light are hard to go into inside your eyes. Even water, dirt nor dust can enter within your eyes. Net is the better place to buy polarized sunglasses as possible find various customer ratings and comments. These are intended for every sport as well as in a variety of colors. They even make these while sailing, car racing, boating and fishing.
8dfec1a9ee85cf95009aa67c6fbe0a3894b227c4
User:SibillaPieper213
2
1802
3701
2012-07-11T19:55:59Z
176.31.28.151
0
Created page with "Entering Your Home After a Flood-Forced Evacuation As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's ..."
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Entering Your Home After a Flood-Forced Evacuation
As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's not only locally where this has been happening. Across the world there are certain areas prone to flooding either caused by rain, melting snow or other force majeure factors.
While you may think it's simple to then just enter your house upon return and let life go on as normal, unfortunately it's not so straightforward.
The authorities wouldn't let people back into their homes if they hadn't performed certain checks beforehand, and pumped out any water, but other tasks will still need to be completed to return back to life as it was before. It's most important to be careful and be vigilant when returning to your home as you never know what surprises could be lurking behind the front door.
Family Safety
Don't let children into the house before you've assessed the situation. Things to look out for are animals that may have gained access into your home during the floods, dangerous debris like pieces of metal and wood, as well as any structural damage to furniture or even the building itself that the authorities may have missed.
Food Safety
Check your food stores to see how much of your products have been affected by the water, and whether any animals have wreaked havoc in your kitchen or pantry upon the smell of food.
It's better to be safe than sorry so it's best to take drastic measures and get rid of anything you think may have gotten in harm's way.
A common misconception is that tinned food is still safe to eat even after being submerged in water, but unfortunately this isn't the case. The water is likely to have caused the tin to rust, contaminating its contents.
Essentially, anything that has come in contact with flood water could be contaminated since the water is not clean having picked up debris and bacteria along the way from its source.
5f1857c80554c8f64b7feb668561a687156e5bae
User:Spleen
2
1662
3388
2010-07-23T22:49:54Z
Spleen
57
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Hi, I've recently started fixing bugs in Odamex.
b7c763e390d92e317e39a01e59fe28b0ae2a0cdc
User:Voxel
2
1299
2563
2562
2006-11-10T04:41:18Z
Voxel
2
wikitext
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Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "don't break it" - If you break it, I will revert your changes. If you often break more than you fix, I will revert you.
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
* "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine
* "i like [thing]" - I would like someone to buy me a [thing]
* "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane
* "please" - Do it already
* "see/read google/code" - It would be much faster if you did the search yourself than if I did the search while you waited for my response; I won't do the search to save both our times
* "so?" - If you want it done, do it yourself, because I'm not convinced yet
* "wtf" - Please find out what the problem is
* "yay" - Amazing!
* "YESS!" or "hooray!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
6613bd3231efda75147d7c2b377e217bc92a3fbf
2562
2561
2006-11-10T04:12:37Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "don't break it" - If you break it, I will revert your changes. If you often break more than you fix, I will revert you.
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
* "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine
* "i like [thing]" - I would like someone to buy me a [thing]
* "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane
* "please" - Do it already
* "so?" - If you want it done, do it yourself, because I'm not convinced yet
* "wtf" - Please find out what the problem is
* "yay" - Amazing!
* "YESS!" or "hooray!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
6d7812fc7c0a8aa415c586c01e22f7c1b1c59ec4
2561
2560
2006-11-10T04:11:27Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
* "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine
* "i like [thing]" - I would like someone to buy me a [thing]
* "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane
* "please" - Do it already
* "so?" - If you want it done, do it yourself, because I'm not convinced yet
* "wtf" - Please find out what the problem is
* "yay" - Amazing!
* "hooray!" or "YESS!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often
* "don't break it" - If you break it, I will revert your changes. If you often break more than you fix, I will revert you.
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
e774d819999fa3f30ee614fa5a7fed0e6c19a43e
2560
2559
2006-11-10T04:07:45Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
* "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine
* "i like [thing]" - I would like someone to buy me a [thing]
* "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane
* "please" - Do it already
* "so?" - If you want it done, do it yourself, because I'm not convinced yet
* "wtf" - Please find out what the problem is
* "yay" - Amazing!
* "hooray!" or "YESS!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
87c7a8ac2796ff3d6d34d0aac2b0c4783abfed3d
2559
2558
2006-11-10T04:02:30Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
* "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine
* "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane
* "please" - Do it already
* "so?" - If you want it done, do it yourself, because I'm not convinced yet
* "wtf" - Please find out what the problem is
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
7fdce8203f7e8a194a392ef1e75c29ee49f534c4
2558
2557
2006-11-10T03:59:04Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
* "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine.
* "please" - Do it already.
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
8aefc3adc76bc03df4291ecfbc52d7ea69d07c13
2557
2556
2006-11-10T03:58:27Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
* "ffs" - You incomptetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine.
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
f33902d27ecf5dced42813da73881d6d9299f0e1
2556
2555
2006-11-10T03:58:14Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
* "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive
* "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
"ffs" - You incomptetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine.
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
30b405c722bc5ddcf8007bb03d09cf505a1b214f
2555
1826
2006-11-10T03:57:40Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Language ==
"fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works
"behave" - You are about to be kickbanned and/or ignored, unless you do something I consider productive
"ffs" - You incomptetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine.
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
a5aae4668f3a342273147604a5db57fd028f4f6b
1826
1825
2006-04-04T17:09:13Z
Voxel
2
/* Contact */
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Contact ==
* Email: denis@voxelsoft.com
* MSN: denis@voxelsoft.com
* WWW: http://www.voxelsoft.com
3c2c3a6bdbb165f8297833743ff2fbf5f1038546
1825
1462
2006-04-04T17:08:52Z
Voxel
2
wikitext
text/x-wiki
Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project.
== Contact ==
Email: denis@voxelsoft.com
MSN: denis@voxelsoft.com
WWW: http://www.voxelsoft.com
a71bac7fb19e8dc705703a30dcfcde11bae507d2
1462
1328
2006-03-30T19:56:47Z
Voxel
2
wikitext
text/x-wiki
Odamex programming lead, and usually the best person to send patches to
denis@voxelsoft.com
http://www.voxelsoft.com
02ef45bb8b7d46c7eec68e531e4935456c4e53be
1328
2006-03-29T13:06:29Z
Voxel
2
wikitext
text/x-wiki
Odamex Programming Lead, email: denis@voxelsoft.com
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User:WrightKatz450
2
1783
3682
2012-07-11T00:12:15Z
188.167.53.80
0
Created page with "A common consensus has emerged amongst significant, science oriented UFO researchers that a certain small percentage of UFOs are actual and are not figments of everyone's imag..."
wikitext
text/x-wiki
A common consensus has emerged amongst significant, science oriented UFO researchers that a certain small percentage of UFOs are actual and are not figments of everyone's imagination. Furthermore, it is properly identified that a lot of people claim to obtain messages from alleged further-terrestrials aboard UFOs.
The messages received from UFOs are constantly occultic and steer individuals away from belief in Christian doctrine. Extra-terrestrials have a tendency to undermine or attack the Christian faith.
Christian scholars and researchers have responded to this attack. In this write-up I will show that best UFO researchers, lots of of whom are agnostic, have come around to consistently aid the Christian position on UFO phenomena.
After all the UFO sightings have been cautiously analyzed and plenty of explained away as natural phenomena the remaining UFOs, known as residual UFOs (RUFOs) are regarded as real. They are real then again the best researchers say they are not metallic spacecraft from distant stars or planets.
Astronomers who have dedicated their careers to learning UFOs point towards the reality that UFO flight patterns defy the laws of physics including turning and accelerating so fast that any metal spaceship would disintegrate even if the metal spaceship was a solid iron ball. Furthermore, UFOs are observed in the atmosphere and not observed coming in from outer space.
UFO sightings have been reported during history. Ancient literature describes 'aerial individuals' and 'cloud ships' in terms that correspond to modern day UFO sightings. In 1691 a Scottish minister wrote a book describing how Scottish farmers had been harassed by paranormal entities similar towards the UFOs of our time.
All of us are conscious of the plenty of UFO cults that have sprung up. There have even been tv specials dedicated to UFO phenomena.
Francis Crick, Nobel prize winning co-discoverer of DNA, calculated the probability of proteins forming by random collisions of atoms at the primordial ooze. Crick located it so remotely improbable that proteins as well as other building blocks of life may possibly form by likelihood on earth that he decided that aliens from outer space have to have brought life to earth.
dde1150b9c2b5659598fb1297002e99291580d66
User:Zorro
2
1488
2621
2006-11-19T23:45:17Z
Zorro
22
wikitext
text/x-wiki
That annoying person on the IRC channel
230e78044c3ddb1eb6773ca03ad7c8f203361f07
User talk:Lyfe
3
1542
2867
2866
2007-03-01T05:18:59Z
Ralphis
3
wikitext
text/x-wiki
Hi Lyfe. Thanks for helping out with the Xcode docs, your contributions are noticed and appreciated. --[[User:AlexMax|AlexMax]] 00:49, 26 February 2007 (CST)
Ditto on Alex's note. We appreciate you taking the time to help the project. I'm sure we'd all hope to see more, but even if not, thanks and you're always welcome in our neck of the woods. --[[User:Ralphis|Ralphis]] 23:18, 28 February 2007 (CST)
2f8bff8675e642a05e8927df4fd71387af263dc9
2866
2007-02-26T06:49:40Z
AlexMax
9
wikitext
text/x-wiki
Hi Lyfe. Thanks for helping out with the Xcode docs, your contributions are noticed and appreciated. --[[User:AlexMax|AlexMax]] 00:49, 26 February 2007 (CST)
2e9ce6ebf10e17e983cf49eb0c146132530cf22e
User talk:NovaFlame
3
1551
2897
2895
2007-04-09T04:27:33Z
NovaFlame
38
/* NovaFlame's Place. */
wikitext
text/x-wiki
== NovaFlame's Place. ==
Well, this is my place. You can talk about how great I am here.
caa97e3f114b5e579c1bbc03ab7defbb5bb573cb
2895
2894
2007-04-09T04:25:33Z
NovaFlame
38
wikitext
text/x-wiki
== NovaFlame's Place. ==
I really don't know what to put here yet
21a3828b489941ced90ddd90f3f309838fd63ff6
2894
2007-04-09T04:25:11Z
NovaFlame
38
NovaFlame's Place.
wikitext
text/x-wiki
== NovaFlame's Place. ==
<c>I really don't know what to put here yet</c>
a3c523fc212ecb7f748c86b3ef725c5edf065a0d
OdaWiki:Community Portal
4
1646
3806
3331
2015-01-03T22:09:35Z
Capodecima
73
wikitext
text/x-wiki
== Clans ==
As Odamex development has progressed, clans have emerged.
*[http://unidoom.org UniDoom] (UD)
*Zwango is Coming (ZIC)
*Strictly Business (SB)
*[http://forgotten-warriors.net Forgotten Warriors] (FW)
267d70306cb800386176b7d5ffecc4fb9914e45e
3331
2008-08-09T21:50:00Z
Nautilus
10
wikitext
text/x-wiki
== Clans ==
As Odamex development has progressed, clans have emerged.
*[http://unidoom.org UniDoom] (UD)
*Zwango is Coming (ZIC)
*Strictly Business (SB)
042a1d3c6fcbdea6083fa7cf039254d166a2fac1
OdaWiki:Help
4
1616
3238
3237
2008-06-21T02:14:25Z
Ladna
50
/* Basic command-line arguments */
wikitext
text/x-wiki
= Basic command-line arguments =
;'''+exec x '''
:Loads the commands located in the specified file.
;'''-config x '''
:An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg).
;''' -port x '''
:A UDP port to listen on.
;''' -waddir x '''
:A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order):
:*'''-iwad/-file''' (full paths or relative to current working folder)
:*'''-waddir'''
:*'''$DOOMWADDIR''' (environment variable, not recommended)
:*'''$DOOMWADPATH''' (environment variable)
:*'''$HOME''' (environment variable)
When specifying multiple paths in '''-waddir''', separate them by
spaces. When specifying multiple paths in an environment
variable, separate them by semicolons (i.e.
'''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs''').
;''' -iwad x'''
:Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given.
;''' -deh x'''
;''' -beh x '''
;''' -devparm x '''
:Runs the server in development mode.
;''' -skill x '''
:Skill level.
:*'''1''': I'm too young to die
:*'''2''': Hey not too rough
:*'''3''': Hurt me plenty
:*'''4''': Ultra-Violence
:*'''5''': Nightmare (typical value for multiplayer games)
;''' -warp x '''
:Starts the server on the specified map.
;''' +map x '''
:Adds a map to the map rotation list. Separate multiple maps with spaces.
;''' -timer x '''
:A timelimit
;''' -avg x '''
:Austin Virtual Gaming mode, Deathmatch and 20 minute time limit.
;''' -background x '''
;''' -file x '''
:A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e.
'''-file dwango5.wad judas23_.wad'''
;''' -logfile x '''
:The '''odasrv''' output logfile.
;''' -heapsize x '''
;''' -maxclients x '''
:The maximum number of clients that can connect to the server.
;''' -stepmode x '''
;''' -blockmap x '''
;''' -noflathack '''
75beb090fbfa7fde8e1d8bee51857b5cd727a2a6
3237
3236
2008-06-21T02:12:48Z
Ladna
50
/* Basic command-line arguments */
wikitext
text/x-wiki
= Basic command-line arguments =
;'''+exec x '''
:Loads the commands located in the specified file.
;'''-config x '''
:An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg).
;''' -port x '''
:A UDP port to listen on.
;''' -waddir x '''
:A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order):
:*'''-iwad/-file''' (full paths or relative to current working folder)
:*'''-waddir'''
:*'''$DOOMWADDIR''' (environment variable, not recommended)
:*'''$DOOMWADPATH''' (environment variable)
:*'''$HOME''' (environment variable)
When specifying multiple paths in '''-waddir''', separate them by
spaces. When specifying multiple paths in an environment
variable, separate them by semicolons (i.e.
'''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs''').
;''' -iwad x'''
:Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given.
;''' -deh x'''
;''' -beh x '''
;''' -devparm x '''
:Runs the server in development mode.
;''' -skill x '''
:Skill level.
:*'''0''': I'm too young to die
:*'''1''': Hey not too rough
:*'''2''': Hurt me plenty
:*'''3''': Ultra-Violence
:*'''4''': Nightmare (typical value for multiplayer games)
;''' -warp x '''
:Starts the server on the specified map.
;''' +map x '''
:Adds a map to the map rotation list. Separate multiple maps with spaces.
;''' -timer x '''
:A timelimit
;''' -avg x '''
:Austin Virtual Gaming mode, Deathmatch and 20 minute time limit.
;''' -background x '''
;''' -file x '''
:A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e.
'''-file dwango5.wad judas23_.wad'''
;''' -logfile x '''
:The '''odasrv''' output logfile.
;''' -heapsize x '''
;''' -maxclients x '''
:The maximum number of clients that can connect to the server.
;''' -stepmode x '''
;''' -blockmap x '''
;''' -noflathack '''
dd3e16c1bd772e06c86e3152adaa130751454ec1
3236
3235
2008-06-21T02:00:53Z
Ladna
50
/* Basic command-line arguments */
wikitext
text/x-wiki
= Basic command-line arguments =
*'''+exec x ''' -- Loads the commands located in the specified file.
*'''-config x ''' -- An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg).
*''' -port x ''' -- A UDP port to listen on.
*''' -waddir x ''' -- A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order):
'''-iwad/-file''' (full paths or relative to current working folder)
'''-waddir'''
'''$DOOMWADDIR''' (environment variable, not recommended)
'''$DOOMWADPATH''' (environment variable)
'''$HOME''' (environment variable)
When specifying multiple paths in '''-waddir''', separate them by
spaces. When specifying multiple paths in an environment
variable, separate them by semicolons (i.e.
'''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs''').
*''' -iwad x''' -- Specifies the full path to the IWAD to use. Alternately, a path relative to -waddir can be given.
*''' -deh x''' --
*''' -beh x ''' --
*''' -devparm x ''' -- Runs the server in development mode.
*''' -skill x ''' -- Skill level.
'''0''': I'm too young to die
'''1''': Hey not too rough
'''2''': Hurt me plenty
'''3''': Ultra-Violence
'''4''': Nightmare (typical value for multiplayer games)
*''' -warp x ''' -- Starts the server on the specified map.
*''' +map x ''' --
*''' -timer x ''' -- A timelimit
*''' -avg x ''' -- Austin Virtual Gaming mode, Deathmatch and 20 minute time limit.
*''' -background x ''' --
*''' -file x ''' -- A PWAD or PWADs to load. Separate multiple PWADs with a space (i.e.
'''-file dwango5.wad judas23_.wad'''
*''' -logfile x ''' -- The '''odasrv''' output logfile.
*''' -heapsize x ''' --
*''' -maxclients x ''' -- The maximum number of clients that can connect to the server.
*''' -stepmode x ''' --
*''' -blockmap x ''' --
*''' -noflathack ''' --
8ca5ba6d2cf47caf667f79052b05de989ef39139
3235
3234
2008-06-21T01:56:51Z
Ladna
50
/* Basic command-line arguments */
wikitext
text/x-wiki
= Basic command-line arguments =
*'''+exec x ''' -- Loads the commands located in the specified file.
*'''-config x ''' -- An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg).
*''' -port x ''' -- A UDP port to listen on.
*''' -waddir x ''' -- A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order):
'''-iwad/-file''' (full paths or relative to current working folder)
'''-waddir'''
'''$DOOMWADDIR''' (environment variable, not recommended)
'''$DOOMWADPATH''' (environment variable)
'''$HOME''' (environment variable)
When specifying multiple paths in '''-waddir''', separate them by
spaces. When specifying multiple paths in an environment
variable, separate them by semicolons (i.e.
'''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs''').
*''' -iwad x''' -- Specifies the full path to the IWAD to use. Alternately, a path relative to -waddir can be given.
*''' -deh x''' --
*''' -beh x ''' --
*''' -devparm x ''' -- Runs the server in development mode.
*''' -skill x ''' -- Skill level.
'''0''': I'm too young to die
'''1''': Hey not too rough
'''2''': Hurt me plenty
'''3''': Ultra-Violence
'''4''': Nightmare (typical value for multiplayer games)
*''' -warp x ''' -- Starts the server on the specified map.
*''' +map x ''' --
*''' -timer x ''' -- A timelimit
*''' -avg x ''' -- Austin Virtual Gaming mode, Deathmatch and 20 minute time limit.
*''' -background x ''' --
*''' -file x ''' -- A PWAD or PWADs to load. Separate multiple PWADs with a space (i.e. '''-file dwango5.wad judas23_.wad'''
*''' -logfile x ''' -- The '''odasrv''' output logfile.
*''' -heapsize x ''' --
*''' -maxclients x ''' -- The maximum number of clients that can connect to the server.
*''' -stepmode x ''' --
*''' -blockmap x ''' --
*''' -noflathack x ''' --
df780bfc00f3d3e92e0665cd2dc0ff42889d2d13
3234
2008-06-21T01:55:35Z
Ladna
50
wikitext
text/x-wiki
= Basic command-line arguments =
*'''+exec x ''' -- Loads the commands located in the specified file.
*'''-config x ''' -- An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg).
*''' -port x ''' -- A UDP port to listen on.
*''' -waddir x ''' -- A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order):
'''-iwad/-file''' (full paths or relative to current working folder)
'''-waddir'''
'''$DOOMWADDIR''' (environment variable, not recommended)
'''$DOOMWADPATH''' (environment variable)
'''$HOME''' (environment variable)
When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs''').
*''' -iwad x''' -- Specifies the full path to the IWAD to use. Alternately, a path relative to -waddir can be given.
*''' -deh x''' --
*''' -beh x ''' --
*''' -devparm x ''' -- Runs the server in development mode.
*''' -skill x ''' -- Skill level.
'''0''': I'm too young to die
'''1''': Hey not too rough
'''2''': Hurt me plenty
'''3''': Ultra-Violence
'''4''': Nightmare (typical value for multiplayer games)
*''' -warp x ''' -- Starts the server on the specified map.
*''' +map x ''' --
*''' -timer x ''' -- A timelimit
*''' -avg x ''' -- Austin Virtual Gaming mode, Deathmatch and 20 minute time limit.
*''' -background x ''' --
*''' -file x ''' -- A PWAD or PWADs to load. Separate multiple PWADs with a space (i.e. '''-file dwango5.wad judas23_.wad'''
*''' -logfile x ''' -- The '''odasrv''' output logfile.
*''' -heapsize x ''' --
*''' -maxclients x ''' -- The maximum number of clients that can connect to the server.
*''' -stepmode x ''' --
*''' -blockmap x ''' --
*''' -noflathack x ''' --
24f5e560cda0a5b4003b67fd98e2e56f294f78aa
OdaWiki:Protected page
4
1490
2627
2006-12-02T22:45:43Z
Zorro
22
wikitext
text/x-wiki
A page may be protected if it is a very important high traffic page (such as Main_page) or if it has been repeatedly vandalized.
257b77c992e18a4a8970102903959a25f1d0f42d
OdaWiki:Site support
4
1367
3496
3354
2011-06-15T03:20:12Z
Manc
1
wikitext
text/x-wiki
Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link below. It will accept domestic (USD) and foreign currency using a standard credit card, echeck or existing paypal account.
507c0a10bace9911be7c6a92d1f9974b9bba0a3f
3354
3353
2008-09-12T23:18:56Z
Ralphis
3
wikitext
text/x-wiki
Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link on the right. It will accept domestic (USD) and foreign currency using a standard credit card, echeck or existing paypal account.
7bbd098209d08b837cb612ced727e184ae856ab0
3353
1747
2008-09-05T19:33:46Z
Manc
1
wikitext
text/x-wiki
Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link on the right It will accept foreign and domestic currency using a standard credit card, echeck or existing paypal account.
703e7c4276e3cdaa25d8513f9241e5e35e67c787
1747
2006-04-03T16:04:13Z
Manc
1
wikitext
text/x-wiki
Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link below. It will accept foreign and domestic currency using a standard credit card, echeck or existing paypal account.
{{Donate to odamex}}
908277f47ee1f3ecbd07b6dc07e8476c6bd4f17c
File:CMake Linux Compiled.png
6
1822
3732
2012-07-14T18:17:35Z
AlexMax
9
The aftermath of a successful CMake makefile compilation.
wikitext
text/x-wiki
The aftermath of a successful CMake makefile compilation.
bd9b078bbda0c585eb70b3f60a651f78b5b7c8eb
File:CMake Win ClientDir.png
6
1820
3729
3728
2012-07-14T18:13:01Z
AlexMax
9
AlexMax uploaded a new version of "[[File:CMake Win ClientDir.png]]": A picture of a build client directory with all of the appropriate files copied into it.
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
3728
2012-07-14T17:44:11Z
Manc
1
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:CMake Win GUI.png
6
1737
3585
2011-12-03T21:13:48Z
AlexMax
9
A picture of the CMake GUI running on Windows 7.
wikitext
text/x-wiki
A picture of the CMake GUI running on Windows 7.
1dd73bfa82342779418e479e8be228ee4b7b157b
File:CMake Win SDLMAIN.png
6
1821
3730
2012-07-14T18:14:45Z
AlexMax
9
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:CmakeGUI Windows.jpg
6
1833
3883
2019-01-17T15:19:48Z
Ch0wW
138
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Codeblocks bin directory final.png
6
1557
2946
2007-09-02T22:02:23Z
AlexMax
9
A complete list of files needed in trunk/bin when compiling with Code::Blocks
wikitext
text/x-wiki
A complete list of files needed in trunk/bin when compiling with Code::Blocks
583b0bc3466ccd14faa1228f4b4be94c9c16f0d6
File:Commits group multi date graph 2027.png
6
1484
2599
2006-11-16T03:20:32Z
Manc
1
Graph of svn activity up to revision 2027.
wikitext
text/x-wiki
Graph of svn activity up to revision 2027.
bfcae12e93636c0eab6071b2b80c0a693e24dd2e
File:Cygwin.png
6
1468
2515
2006-11-05T06:28:48Z
Manc
1
Screenshot of Odamex in Cygwin
wikitext
text/x-wiki
Screenshot of Odamex in Cygwin
eb2cdf54e35926629a61cdac7f166c2d32f0d361
File:OSXInstaller.jpg
6
1512
2765
2007-01-22T18:17:16Z
Voxel
2
Screenshot of OSX installer
wikitext
text/x-wiki
Screenshot of OSX installer
8599972756ebfea9130447b492e670430dfdec20
File:Odalaunch-macosx.png
6
1495
2632
2006-12-29T03:49:38Z
Russell
4
Odamex Launcher on MacOSX (courtesy of denis)
wikitext
text/x-wiki
Odamex Launcher on MacOSX (courtesy of denis)
3758e61751ede02ed0c59953a4ac637488014804
File:Odalaunch-windows.png
6
1496
2635
2006-12-29T03:57:13Z
Russell
4
Odamex Launcher under windows (courtesy of Russell)
wikitext
text/x-wiki
Odamex Launcher under windows (courtesy of Russell)
2959d77841c0df2f24fdd08ee5c7a269096501b8
File:Odalaunchlinux.png
6
1494
2631
2006-12-29T03:44:12Z
Russell
4
Odamex launcher running under a window manager in linux (courtesy of joe)
wikitext
text/x-wiki
Odamex launcher running under a window manager in linux (courtesy of joe)
2efebb09a91acfd404bd1bbf5e989f90920e9afb
File:Odamex-r100-openbsd.png
6
1519
2798
2007-01-25T04:54:50Z
Excelblue
34
Odamex r100 on OpenBSD 4.0 running FVWM in the background.
wikitext
text/x-wiki
Odamex r100 on OpenBSD 4.0 running FVWM in the background.
7a3c390ff1aada2323bf24754b1ac448ea1d48e8
File:Odamex-r103-winxp.png
6
1520
2799
2007-01-25T05:38:18Z
Deathz0r
6
Odamex running on Windows XP
wikitext
text/x-wiki
Odamex running on Windows XP
bf5c50c51ae76abe3376b388f8626c60f8e3bdfa
File:Odamex-r120-solaris.png
6
1523
2815
2007-01-29T04:04:25Z
Excelblue
34
Odamex r120 running on Solaris 10. Server and client only.
wikitext
text/x-wiki
Odamex r120 running on Solaris 10. Server and client only.
5449966a6dee4aefcb141ea72831fa0f8d170cdc
File:Odamex-r166-linuxppc.png
6
1543
2870
2007-03-08T20:35:48Z
AlexMax
9
Odamex running on Debian Linux 4.0, PowerPC architecture.
wikitext
text/x-wiki
Odamex running on Debian Linux 4.0, PowerPC architecture.
4e8b3041cecd24fbf3821c5782e77c218e64156d
File:Odamex-r166-osxppc.png
6
1544
2873
2007-03-09T14:19:10Z
Voxel
2
Odamex running on OSX 10.4.8, iBook G4/PPC.
wikitext
text/x-wiki
Odamex running on OSX 10.4.8, iBook G4/PPC.
958aad14e75df1e102d179abdc8581d7eb23d51b
File:Odamex-r86-fbsd62.png
6
1517
2784
2007-01-24T00:54:53Z
Excelblue
34
Odamex r86 running on FreeBSD 6.2-STABLE. Server, launcher, and client included.
wikitext
text/x-wiki
Odamex r86 running on FreeBSD 6.2-STABLE. Server, launcher, and client included.
00e15ec28806773f2b0258b1c0f9a7de420408a8
File:Odamex-x11-fbsd61.png
6
1572
3018
2008-04-17T02:21:04Z
Russell
4
Odamex running on X11 on FreeBSD 6.1
wikitext
text/x-wiki
Odamex running on X11 on FreeBSD 6.1
02f9cc41282b5ba263247c338366dcaa8b8e1785
File:Odamex LinesOfCode.png
6
1388
1844
2006-04-07T01:25:11Z
Voxel
2
Lines of code in odamex over revisions from 100 to 1300
wikitext
text/x-wiki
Lines of code in odamex over revisions from 100 to 1300
1afab072e6e9c0c5bc7d55d7a3a18244ac6699b7
File:Screen1.png
6
1491
2628
2006-12-16T21:45:36Z
Anarkavre
11
Odamex scoreboard
wikitext
text/x-wiki
Odamex scoreboard
492674068c8cdc8eee6154a21f7abea8356e1fb5
File:Screen2.png
6
1492
2629
2006-12-16T21:46:01Z
Anarkavre
11
Odamex console
wikitext
text/x-wiki
Odamex console
a3cfd43af023dcae699bd2404e5e088964753a11
File:Screen3.png
6
1493
2630
2006-12-16T21:46:53Z
Anarkavre
11
Odamex Launcher
wikitext
text/x-wiki
Odamex Launcher
7c6affc8ec1bf6b51a8b5b6d2a34153f1a5a8977
File:Snapshot wine1254.png
6
1301
1336
2006-03-29T13:30:16Z
Voxel
2
Screenshot of odamex revision 1254 running in WINE
wikitext
text/x-wiki
Screenshot of odamex revision 1254 running in WINE
ec448abe101b58ca1ab44837fe85913ef6dfc2f5
File:Visualc6 includes.png
6
1481
2581
2006-11-10T17:00:15Z
AlexMax
9
Setting up Visual C++ 6.0
wikitext
text/x-wiki
Setting up Visual C++ 6.0
76d4a74cbba219c5fc167bce570a85faa19d2e4f
File:Xcode.jpg
6
1513
2767
2007-01-22T18:22:29Z
Voxel
2
Screenshot of the Xcode project
wikitext
text/x-wiki
Screenshot of the Xcode project
196241b8f56ac8f6296ec26656d31170a8432de3
MediaWiki talk:Ipb expiry invalid
9
1786
3734
3685
2012-07-20T11:24:53Z
Pseudoscientist
76
Replaced content with "spam was here"
wikitext
text/x-wiki
spam was here
4e8489dc8181ff41d572618de818c305f2395e56
3685
2012-07-11T07:49:37Z
95.79.122.116
0
Стройматериалы через инет
wikitext
text/x-wiki
Хорошая строительная кучка (двадцать лет на рынке!) с удовольствием сбагрит различное барахло, предполагать [url=http://stroymarket-online.com]Товары из пластика
[/url]. Практически на всю продукцию распространяется годовая залог, наши консультанты вечно готовы помочь вам с выбором строительных материалов, мы сотруничаем чуть с зарекомендовавшими себя крупными поставщиками, следовательно число брака между товаров минимально. Всем крупным покупателям и мелкооптовикам мы предоставляем бесплатную доставку в пределах города. Работаем мы без обеда и выходных. С нами полезный!
34ce74324b71d620d1834be161bd963737743f98
Template:16EntryBracket
10
1625
3261
2008-08-03T16:04:18Z
Deathz0r
6
wikitext
text/x-wiki
{| border=0 cellpadding=0 cellspacing=0 style="font-size: 90%; margin:1em 2em 1em 1em;"
| colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD1|Round of 16}}}
| colspan="2"|
| colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD2|Quarterfinals}}}
| colspan="2"|
| colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD3|Semifinals}}}
| colspan="2"|
| colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD4|Final}}}
|-
| style="width:{{{team-width|11em}}};"|
| style="width:{{{score-width|2em}}};"|
| style="width:1em;"|
| style="width:1em;"|
| style="width:{{{team-width|11em}}};"|
| style="width:{{{score-width|2em}}};"|
| style="width:1em;"|
| style="width:1em;"|
| style="width:{{{team-width|11em}}};"|
| style="width:{{{score-width|2em}}};"|
| style="width:1em;"|
| style="width:1em;"|
| style="width:{{{team-width|11em}}};"|
| style="width:{{{score-width|2em}}};"|
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team01| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score01| }}}
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team02| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score02| }}}
| rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team01| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score01| }}}
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team03| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score03| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team02| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score02| }}}
| rowspan="4" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team04| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score04| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| colspan="4"|
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-team01| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score01| }}}
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team05| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score05| }}}
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| colspan="4"|
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-team02| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score02| }}}
| rowspan="8" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team06| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score06| }}}
| rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team03| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score03| }}}
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team07| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score07| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team04| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score04| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team08| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score08| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| colspan="8"|
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD4-team01| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD4-score01| }}}
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team09| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score09| }}}
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| colspan="8"|
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD4-team02| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD4-score02| }}}
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team10| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score10| }}}
| rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team05| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score05| }}}
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team11| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score11| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team06| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score06| }}}
| rowspan="4" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team12| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score12| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| colspan="4"|
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-team03| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score03| }}}
{{#if:{{{RD4-team03|}}}
|
<td> </td>
<td colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;">{{{RD4b|Third Place}}}</td>
}}
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team13| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score13| }}}
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| colspan="4"|
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-team04| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score04| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team14| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score14| }}}
| rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|
| style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team07| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score07| }}}
{{#if:{{{RD4-team03|}}}
|
<td colspan="5"> </td>
<td style="border:1px solid #aaa; background-color:#f9f9f9"> {{{RD4-team03| }}}</td>
<td style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9">{{{RD4-score03| }}}</td>
}}
|-
| style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team15| }}}
| style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score15| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
| style="border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-team08| }}}
| style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score08| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
{{#if:{{{RD4-team04|}}}
|
<td colspan="5"> </td>
<td style="border:1px solid #aaa; background-color:#f9f9f9"> {{{RD4-team04}}}</td>
<td style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9">{{{RD4-score04| }}}</td>
}}
|-
| style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-team16| }}}
| style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score16| }}}
| style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|
|}<noinclude>
[[Category:Tournament bracket templates|{{PAGENAME}}]]
</noinclude>
0704a6bfb997c35abcdf93671f4c0c5b17f53dac
Template:Bug
10
1348
1634
1633
2006-03-31T05:08:39Z
Manc
1
wikitext
text/x-wiki
[http://odamex.net/bugs/show_bug.cgi?id={{{1}}} Bug {{{1}}}]
38c462360dc668ed11769c661c2f7e0146683ead
1633
1631
2006-03-31T05:07:59Z
Manc
1
Create bugzilla link template
wikitext
text/x-wiki
[http://odamex.net/bugs/show_bug.cgi?id={{{1}}}|Bug {{{1}}}]
6a6e3d20eb2ddd5b4a39ae4486babf6c541a9803
1631
2006-03-31T05:06:45Z
Manc
1
Create bugzilla link template
wikitext
text/x-wiki
http://odamex.net/bugs/show_bug.cgi?id={{{1}}}
63aa30c0aae84b699ab86045d0474373f6dc449d
Template:Cheat
10
1344
1598
2006-03-30T22:27:13Z
Voxel
2
Template:Cheat moved to Template:Cheats
wikitext
text/x-wiki
#redirect [[Template:Cheats]]
f51c30a2f551269a5a11c609d7d2260435836cdf
Template:Cheats
10
1342
3817
3816
2015-01-27T03:16:35Z
Manc
1
wikitext
text/x-wiki
<div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div>
{| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;"
|-
! style="" | ''' Cheats '''
|-
|[[changemus|changemus]]
|-
|[[fov|fov]]
|-
|[[god|god]]
|-
|[[give|give]]
|-
|[[idclev|idclev]]
|-
|}
cce327f39754547864ff99a26c36dfbffba83cc5
3816
3813
2015-01-27T03:11:59Z
Manc
1
wikitext
text/x-wiki
<div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div>
{| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;"
|-
! style="" | ''' Cheats '''
|-
|[[changemus|changemus]]
|-
|[[god|god]]
|-
|[[fov|fov]]
|-
|[[give|give]]
|-
|}
3594affd522fcfc08fbf4585dc7f4e50378dadac
3813
3812
2015-01-18T07:57:07Z
Manc
1
wikitext
text/x-wiki
<div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div>
{| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;"
|-
! style="" | ''' Cheats '''
|-
|[[god|god]]
|-
|[[fov|fov]]
|-
|[[give|give]]
|-
|}
6d28deab31a0712e1fd7bf64a4c8984b34c072ad
3812
3811
2015-01-18T07:51:22Z
Manc
1
wikitext
text/x-wiki
<div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div>
{| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;"
|-
! style="padding: 3px 30px; background:#555;" | ''' Cheats '''
|-
|
*[[god|god]]
*[[fov|fov]]
*[[give|give]]
|}
f05cdf80bd53c21bc776297956afb85a8c9cf991
3811
2454
2015-01-18T07:49:13Z
Manc
1
wikitext
text/x-wiki
<div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div>
{| class="toc pull-right table table-striped table-inverse" style="margin: .5em; margin-bottom: 2em;"
|-
! style="padding: 3px 30px; background:#555;" | ''' Cheats '''
|-
|
*[[god|god]]
*[[fov|fov]]
*[[give|give]]
|}
67bdbe9d57f024e570bbd94ddb1c9eccf70a8743
2454
1841
2006-10-30T07:48:36Z
Manc
1
wikitext
text/x-wiki
<div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div>
{| align="right" class="toc" style="margin: .5em; margin-bottom: 2em;"
|-
! style="padding: 3px 30px; background:#555;" | ''' Cheats '''
|-
|
*[[god|god]]
*[[fov|fov]]
*[[give|give]]
|}
baa8ffc6c60525735f54417e3c3ccc7db3f964ed
1841
1644
2006-04-06T21:30:01Z
Manc
1
Add give, minor cleanup
wikitext
text/x-wiki
<div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div>
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|-
| [[give|give]]
|}
|}
f17af9f876c010590e1e298fc49eea3fe0412f73
1644
1607
2006-03-31T05:49:48Z
Voxel
2
wikitext
text/x-wiki
<center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center>
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
1cd6c8b44a6686dac9f13fc6fa4580b9deb18dcc
1607
1606
2006-03-30T22:33:06Z
Voxel
2
wikitext
text/x-wiki
<center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center>
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
<br>
20f3cd7e076ab257e805833f9c7df98f597daa3f
1606
1604
2006-03-30T22:32:20Z
Voxel
2
wikitext
text/x-wiki
<center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center>
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
<br>
b6bd60cb36c99aefb8a6bc1d21c743942fc6215e
1604
1603
2006-03-30T22:30:35Z
Voxel
2
wikitext
text/x-wiki
<center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center>
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
708e76c18683b2aae1c6fee5544fb117d0b2d8b5
1603
1602
2006-03-30T22:29:58Z
Voxel
2
wikitext
text/x-wiki
''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
6f5ea849bc117b45288462935767ba872c92a228
1602
1601
2006-03-30T22:29:49Z
Voxel
2
wikitext
text/x-wiki
'''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.'''
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
260e6db19d4f6cf521ad043fecfacd4568941bd0
1601
1597
2006-03-30T22:28:22Z
Voxel
2
wikitext
text/x-wiki
This is a cheat command, and requires [[sv_cheats]] to be enabled before use.
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
67e7f041f95e2ffcee80cb347b087bedd36797bb
1597
1592
2006-03-30T22:27:13Z
Voxel
2
Template:Cheat moved to Template:Cheats
wikitext
text/x-wiki
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
6de899a379df1cb2de63a9671e38a1cc8a0844eb
1592
1591
2006-03-30T22:25:41Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
6de899a379df1cb2de63a9671e38a1cc8a0844eb
1591
1590
2006-03-30T22:25:31Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
|}
0f84e5bea1b36cdd4378b8f2b1fdcddc83205689
1590
1589
2006-03-30T22:25:01Z
Voxel
2
wikitext
text/x-wiki
{| align="center" style="text-align: center;" border = 1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
| [[god|god]]
|-
| [[fov|fov]]
|}
38e68527dfdb38af51625ae8fc95060fe1ce8db8
1589
2006-03-30T22:24:41Z
Voxel
2
wikitext
text/x-wiki
{| align="center" style="text-align: center;" border = 1
|-
! style="background:#cdc8b8" | '''Cheats'''
|-
|
[[god|god]] | [[fov|fov]]
|}
cce0dcc01e33b9d25ed43deabd5a8d97cdd950a2
Template:Cleanup
10
1479
2579
2006-11-10T16:47:46Z
AlexMax
9
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="background-color:transparent"
|<!--Small free use image can go here-->
|'' This article or reference needs to be cleaned up. You can help OdaWiki by [{{SERVER}}{{localurl:{{NAMESPACE}}:{{PAGENAME}}|action=edit}} cleaning it up].''
|}
<div>
2abcf57aa4265d3a64c8742fa3ec2d4cc49e4208
Template:Disambig
10
1416
2136
2006-04-15T16:52:12Z
Manc
1
wikitext
text/x-wiki
<div class="notice metadata" id="disambig">''This is a [http://en.wikipedia.org/wiki/Wikipedia:disambiguation disambiguation] page: a list of articles associated with the same title. If <!-- you are viewing this online as opposed to as a [[hard copy]] and -->an [[Special:Whatlinkshere/{{NAMESPACE}}:{{PAGENAME}}|internal link]] referred you to this page, you may wish to change the link to point directly to the intended article.''</div>
289ef7d996e983c28c5fa38da5dd10832e7d4b8e
Template:Donate to odamex
10
1462
2379
2006-10-09T01:09:23Z
Manc
1
wikitext
text/x-wiki
More info coming soon.
1b9db98e9fedea38391797976d61726027567559
Template:If
10
1391
1917
2006-04-07T21:38:21Z
Manc
1
wikitext
text/x-wiki
{{{else{{{test|}}}|{{{test{{{test|}}}|{{{then|}}}}}}}}}
ad4ae6e0b8a3e280f12c41f1a514dcf1be03effd
Template:Latched
10
1351
2824
1658
2007-01-31T21:36:54Z
AlexMax
9
wikitext
text/x-wiki
{{LatchedNotice}}
3cd5fc9628802e210dace926de3993f18d0f83e7
1658
1648
2006-03-31T06:06:28Z
Voxel
2
wikitext
text/x-wiki
{{LatchedNotice}}
{{LatchedTable}}
599037cf5a55825b462fb08d4b2f7f7f19fe496d
1648
2006-03-31T05:53:31Z
Voxel
2
wikitext
text/x-wiki
<center>''This is a [[latched]] variable, and only takes effect after a map change.''</center>
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Latched variables'''
|-
| [[deathmatch|deathmatch]]
|-
| [[infiniteheight|infiniteheight]]
|-
| [[maxplayers|maxplayers]]
|-
| [[nomonsters|nomonsters]]
|-
| [[skill|skill]]
|-
| [[teamplay|teamplay]]
|-
| [[usectf|usectf]]
|-
| [[weaponstay|weaponstay]]
|}
|}
e15ff6e535635508a3954a20acebd25060ae087d
Template:LatchedNotice
10
1354
1656
2006-03-31T06:05:31Z
Voxel
2
wikitext
text/x-wiki
<center>''This is a [[latched]] variable, and only takes effect after a map change.''</center>
b9032c8fd1aba247c80626a2c31705815c0e2288
Template:Modules
10
1322
3825
3824
2015-01-28T01:59:01Z
Manc
1
wikitext
text/x-wiki
{| align="center" class="table table-striped table-inverse" style="margin: .5em auto 2em; width: 50%;"
|-
! style="background:#555; padding: 3px;text-align:center;" | '''Odamex Modules'''
|-style="font-weight: bold;text-align:center;"
|[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
df04a8ce40b629118dba3110b9bffe2480a03c48
3824
3823
2015-01-28T01:58:40Z
Manc
1
wikitext
text/x-wiki
{| align="center" class="table table-striped table-inverse" style="margin: .5em auto 2em; width: 50%;"
|-
! style="background:#555; padding: 3px;text-align:center;" | '''Odamex Modules'''
|-style="font-weight: bold;text-align:center;"
|[[Server]] | [[Client]] | [[Launcher]] | [[Master]]|}
4bdbfa9da112df61cf282c8f06028087e5c51781
3823
3822
2015-01-28T01:57:44Z
Manc
1
wikitext
text/x-wiki
{| align="center" class="table table-striped table-inverse" style="margin: .5em auto 2em; width: 50%;"
|-
! style="background:#555; padding: 3px;" | '''Odamex Modules'''
|-style="font-weight: bold;"
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
a60f9089019cb4595c35d404e75dbf6b0b7d2a72
3822
2455
2015-01-28T01:56:45Z
Manc
1
wikitext
text/x-wiki
{| align="center" class="table table-striped table-inverse" style="margin: .5em; margin-bottom: 2em;"
|-
! style="background:#555; padding: 3px;" | '''Odamex Modules'''
|-style="font-weight: bold;"
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
a9fac366fdc0be0337de2d83bcdf413e81780a6f
2455
1608
2006-10-30T07:51:51Z
Manc
1
wikitext
text/x-wiki
{| align="right" class="toc" style="margin: .5em; margin-bottom: 2em;"
|-
! style="background:#555; padding: 3px; font-size: small;" | '''Odamex Modules'''
|-style="font-size: small; font-weight: bold;"
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
c4f59dc4f9251cc58b900469c9a54cfaba352c24
1608
1593
2006-03-30T22:33:29Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
f6daebdb9b497c2fe40b9ff234c56413e35682ca
1593
1519
2006-03-30T22:25:47Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border=1
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
ea7ddc1bfa8654b99de50c81182df2a989520f06
1519
1518
2006-03-30T20:59:53Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;" border = 1
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
7748917f7b17555695c383b85fd84e5d364c64e4
1518
1517
2006-03-30T20:59:36Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=10 border=1
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
ff22c76c17e0fb4f39f7e9fc85fc6b23063cf8f0
1517
1516
2006-03-30T20:59:20Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=10
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
f6daebdb9b497c2fe40b9ff234c56413e35682ca
1516
1515
2006-03-30T20:58:09Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=500 style="text-align: center;"
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
d1beb67a3532aaf392be32809a22836bdc7f69d7
1515
1514
2006-03-30T20:57:59Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=500 style="text-align: center;cellpadding=500;"
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
fbb6b6d60fff49ede4355be997b19021daba7d7f
1514
1513
2006-03-30T20:57:49Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5 style="text-align: center;cellpadding=5;"
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
0b57b37184a29f815ea9cd018748c11edc9dff66
1513
1512
2006-03-30T20:57:30Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5 style="text-align: center;"
|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
ece05ada6b6ea108cc99b7e93ca4eb62388f2eac
1512
1511
2006-03-30T20:57:17Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5 style="text-align: center;"
|
!width=400|
{| align="middle" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
74776114d86b7b5cb9b4021e8d3ffbfcc76dc83a
1511
1510
2006-03-30T20:57:08Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5 style="text-align: center;"
|
!width=400|
{| align="centre" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
be9e408d2a7d17a38e2f194a8cfb96ee19f59b58
1510
1509
2006-03-30T20:56:56Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5 style="text-align: center;"
|
!width=400|
{| align="right" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1509
1508
2006-03-30T20:56:34Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5 style="text-align: center;"
|
!width=400|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1508
1507
2006-03-30T20:56:22Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5
|
!width=400|
{| align="center" style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1507
1506
2006-03-30T20:56:05Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5
|
!width=500|
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1506
1505
2006-03-30T20:55:53Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5
|!width=500
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1505
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2006-03-30T20:55:41Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=5
!width=500
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1504
1503
2006-03-30T20:49:46Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=50 cellspacing=50
|
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1503
1502
2006-03-30T20:49:38Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=50 cellspacing=50
|
{|
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1502
1501
2006-03-30T20:49:06Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=50 cellspacing=50
|
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1501
1500
2006-03-30T20:48:58Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=50 cellspacing=50
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1500
1499
2006-03-30T20:48:44Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=50 cellspacing=50
|
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1499
1498
2006-03-30T20:48:36Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding=50 cellspacing=50
|
<nowiki>{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}</nowiki>
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1498
1497
2006-03-30T20:48:03Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding=50 cellspacing=50
|
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1497
1496
2006-03-30T20:47:45Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding=50
|+test
|-
|
|{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1496
1495
2006-03-30T20:47:28Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding=50
|+test
|-
|
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1495
1494
2006-03-30T20:45:09Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding=50
|+test
|-
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1494
1493
2006-03-30T20:44:56Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding=50
|+test
|-
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1493
1492
2006-03-30T20:44:28Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding=50
|-
|
test
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1492
1491
2006-03-30T20:37:31Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding="50"
|-
|
test
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1491
1490
2006-03-30T20:36:18Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding="50"
|
test
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1490
1489
2006-03-30T20:36:07Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding="5"
|
test
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1489
1488
2006-03-30T20:35:55Z
Voxel
2
wikitext
text/x-wiki
{| align="right" border="1" cellpadding="5"
|
{| style="text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1488
1487
2006-03-30T20:35:30Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding="5"
|
{| style="align: right; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1487
1486
2006-03-30T20:34:05Z
Voxel
2
wikitext
text/x-wiki
{| align="right" cellpadding = 5
|
{| style="align: right; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1486
1485
2006-03-30T20:33:52Z
Voxel
2
wikitext
text/x-wiki
{| cellpadding = 5
|
{| align="right" style="align: right; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
|}
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1485
1481
2006-03-30T20:32:15Z
Voxel
2
wikitext
text/x-wiki
{| border="5" align="right" style="align: right; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1481
1479
2006-03-30T20:24:46Z
Voxel
2
wikitext
text/x-wiki
{| align="right" style="align: right; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1479
1478
2006-03-30T20:21:13Z
Voxel
2
wikitext
text/x-wiki
{| class="infobox" style="align: right; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1478
1477
2006-03-30T20:20:38Z
Voxel
2
wikitext
text/x-wiki
{| class="infobox" style="width: 16em; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1477
1476
2006-03-30T20:19:49Z
Voxel
2
wikitext
text/x-wiki
{| class="infobox" style="width: 16em; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
|
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1476
1475
2006-03-30T20:19:38Z
Voxel
2
wikitext
text/x-wiki
{| class="infobox" style="width: 16em; text-align: center;"
|-
! style="background:#cdc8b8" | '''Odamex Modules'''
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1475
1474
2006-03-30T20:19:25Z
Voxel
2
wikitext
text/x-wiki
{| class="infobox" style="width: 16em; text-align: center;"
! style="background:#cdc8b8" | '''Odamex Modules'''
|-
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1474
1473
2006-03-30T20:19:08Z
Voxel
2
wikitext
text/x-wiki
{| class="infobox" style="width: 16em; text-align: center;"
! style="background:#cdc8b8" | '''Professional concepts'''
|-
|align=center| Odamex Modules:
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1473
1472
2006-03-30T20:18:16Z
Voxel
2
wikitext
text/x-wiki
{| style="margin:0 auto;" class="infobox" align=center
|align=center| Odamex Modules:
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1472
1471
2006-03-30T20:16:33Z
Voxel
2
wikitext
text/x-wiki
{| style="margin:0 auto;" class="toccolours" align=center
|align=center| Odamex Modules:
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1471
1470
2006-03-30T20:16:05Z
Voxel
2
wikitext
text/x-wiki
{| style="margin:0 auto;" class="toccolours" align=right
|align=right| Odamex Modules:
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1470
1467
2006-03-30T20:15:26Z
Voxel
2
wikitext
text/x-wiki
{| style="margin:0 auto;" class="toccolours" align=right
|align=center| Odamex Modules:
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
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1467
1466
2006-03-30T20:11:55Z
Voxel
2
wikitext
text/x-wiki
{| style="margin:0 auto;" class="toccolours" align=center
|align=center| Odamex Modules:
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
|}
2c107de3a9f361409951b9410ee0cee4874dfcfa
1466
2006-03-30T20:08:02Z
Voxel
2
wikitext
text/x-wiki
[[Server]] | [[Client]] | [[Launcher]] | [[Master]]
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Template:NotInCurrentVersion
10
1648
3338
2008-08-14T21:41:57Z
Nes
13
wikitext
text/x-wiki
<center>''This variable or command does not exist in the current official version. This will, however, work with all upcoming official versions and the latest revision in our [[Subversion|repository]].''</center>
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Template:Revision
10
1364
1728
2006-04-01T00:12:36Z
Manc
1
wikitext
text/x-wiki
[http://odamex.net/changelog?{{{1}}} revision {{{1}}}]
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Template:Stub
10
1287
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2668
2007-01-15T19:37:51Z
Manc
1
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="font-size: 11pt; background-color:transparent"
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<includeonly>[[Category:Stubs]]</includeonly>
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2668
2657
2007-01-11T17:28:54Z
Manc
1
Minor
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="background-color:transparent"
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<includeonly>[[Category:Stubs]]</includeonly>
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2657
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2007-01-09T20:56:47Z
Manc
1
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="background-color:transparent"
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<includeonly>[[Category:Stubs]]</includeonly>
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2656
2645
2007-01-09T20:56:32Z
Manc
1
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="background-color:transparent"
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<includeonly>[[Category:Stubs]]</includeonly>
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2645
1302
2007-01-09T20:39:30Z
Manc
1
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
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<includeonly>[[Category:Stubs]]</includeonly>
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1302
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2006-03-28T21:23:04Z
Manc
1
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
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1301
1300
2006-03-28T21:22:56Z
Manc
1
wikitext
text/x-wiki
|
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="background-color:transparent"
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<div>
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1300
1299
2006-03-28T21:22:36Z
Manc
1
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="background-color:transparent"
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<div>
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1299
2006-03-28T21:22:15Z
Manc
1
wikitext
text/x-wiki
<div class="boilerplate metadata" id="stub">
{|cellpadding="0" cellspacing="0" style="background-color:transparent"
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<div>
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Template:Template link
10
1499
2654
2007-01-09T20:54:54Z
Manc
1
wikitext
text/x-wiki
{{[[Template:{{{1}}}|{{{1}}}]]}}
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Template:Wikipedia
10
1390
2294
1924
2006-09-19T17:48:12Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}]
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1924
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2006-04-07T21:58:37Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{2}}}]
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1923
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2006-04-07T21:58:19Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{2=1}}}]
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1922
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2006-04-07T21:57:55Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{2}}}={{{1}}}]
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1921
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2006-04-07T21:48:26Z
Manc
1
wikitext
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[http://en.wikipedia.org/wiki/{{{1}}} {{If|test=2|then=a|else=b}}]
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1920
1919
2006-04-07T21:47:55Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}}]
{{If|test=2|then=a|else=b}}
acff42cf81d804b07288f65d3f96a9a13ca8ce8c
1919
1918
2006-04-07T21:46:27Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{If|test=2|then=a|else=b}}]
1a9cd2793bc3aa2390ead3bb3b29107753573c2f
1918
1916
2006-04-07T21:43:23Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{If|test=2|then=2|else=1}}]
73f379aae5e6987dbd0bfb9d474d4be93dfdf039
1916
1915
2006-04-07T21:26:28Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}|{{{2}}}]
5d32202e5d9625e79533f9e5a13e540936a323c3
1915
1914
2006-04-07T21:26:05Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}||{{{2}}}]
f0ba6528e6114e8043b91e3fd36a90b918366f2d
1914
1913
2006-04-07T21:11:58Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}]
bd4188338c7a59a513106e5cfbd318c0c67af63b
1913
1912
2006-04-07T21:11:40Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{2}}}|{{{1}}}]
24bb73e0906d39f110455edcf0481d6a66b2784a
1912
1911
2006-04-07T21:11:14Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{{{{2}}}|1}}}]
204ca5c5f5443c71b8148a0d29dcbab9418ffdb5
1911
1910
2006-04-07T21:07:49Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}]
bd4188338c7a59a513106e5cfbd318c0c67af63b
1910
1908
2006-04-07T21:06:41Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{2|1}}}]
e8894fda9faa3fdf1d20f36cc690d3e7d6aa5a79
1908
2006-04-07T20:56:03Z
Manc
1
wikitext
text/x-wiki
[http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}]
bd4188338c7a59a513106e5cfbd318c0c67af63b
Help:Contents
12
1363
1907
1734
2006-04-07T20:55:30Z
Manc
1
wikitext
text/x-wiki
===Useful OdaWiki templates:===
* [[Template:Bug]]: Use '''<nowiki>{{Bug|n}}</nowiki>''' to place a link to the bugtracker referencing a particular bug.
* [[Template:Revision]]: Use '''<nowiki>{{Revision|n}}</nowiki>''' to place a link to the changelog referring to a specific version (only routes to changelog at the time of this writing).
* [[Template:wikipedia]]: Use '''<nowiki>{{Wikipedia|item}}</nowiki>''' to create link to wikipedia referring to a specific item.
__NOEDITSECTION__
7d414fea48f687e3999da0dd14443affc0a6908b
1734
1730
2006-04-01T00:19:59Z
Manc
1
wikitext
text/x-wiki
===Useful OdaWiki templates:===
* [[Template:Bug]]: Use '''<nowiki>{{Bug|n}}</nowiki>''' to place a link to the bugtracker referencing a particular bug.
* [[Template:Revision]]: Use '''<nowiki>{{Revision|n}}</nowiki>''' to place a link to the changelog referring to a specific version (only routes to changelog at the time of this writing)
__NOEDITSECTION__
84a02260de19b2e1d3a853c4e915e5fee557ea16
1730
1727
2006-04-01T00:16:37Z
Manc
1
wikitext
text/x-wiki
'''Useful OdaWiki templates:'''
* [[Template:Bug]]: Use '''<nowiki>{{Bug|n}}</nowiki>''' to place a link to the bugtracker referencing a particular bug.
* [[Template:Revision]]: Use '''<nowiki>{{Revision|n}}</nowiki>''' to place a link to the changelog referring to a specific version (only routes to changelog at the time of this writing)
ccc1211abf8e5166578b95f4378374d1d3c32c4e
1727
2006-04-01T00:10:47Z
71.194.112.132
0
wikitext
text/x-wiki
'''Useful OdaWiki templates:'''
[[Template:Bug]]: Use <nowiki>{{Bug|n}}</nowiki> to place a link to the bugtracker referencing a particular bug in an article.
89b3ec1eeed10cfe7cc8635888bf6cc82d85fd89
Category:Client commands
14
1377
3155
3068
2008-05-26T19:25:25Z
cSc
47
spectate is documented
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested regardless. When you document a command, remove it from the list.
*BEGIN_COMMAND (flagtoss)
*BEGIN_COMMAND (ctf)
*BEGIN_COMMAND (playerteam)
*BEGIN_COMMAND (undoublebind)
*BEGIN_COMMAND (doublebind)
*BEGIN_COMMAND (binddefaults)
*BEGIN_COMMAND (notarget)
*BEGIN_COMMAND (chase)
*BEGIN_COMMAND (dumpheap)
*BEGIN_COMMAND (logfile)
*BEGIN_COMMAND (puke)
*BEGIN_COMMAND (dir)
*BEGIN_COMMAND (history)
*BEGIN_COMMAND (echo)
*BEGIN_COMMAND (impulse)
*BEGIN_COMMAND (messagemode2)
*BEGIN_COMMAND (menu_endgame)
*BEGIN_COMMAND (menu_options)
*BEGIN_COMMAND (menu_player)
*BEGIN_COMMAND (menu_keys)
*BEGIN_COMMAND (menu_display)
*BEGIN_COMMAND (menu_video)
*BEGIN_COMMAND (soundlist)
*BEGIN_COMMAND (soundlinks)
*BEGIN_COMMAND (testblend)
*BEGIN_COMMAND (setcolor)
f4fec18c6f94826f995f36052de052d6b560e81d
3068
2233
2008-05-05T14:44:46Z
Voxel
2
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested regardless. When you document a command, remove it from the list.
*BEGIN_COMMAND (flagtoss)
*BEGIN_COMMAND (ctf)
*BEGIN_COMMAND (playerteam)
*BEGIN_COMMAND (undoublebind)
*BEGIN_COMMAND (doublebind)
*BEGIN_COMMAND (binddefaults)
*BEGIN_COMMAND (notarget)
*BEGIN_COMMAND (chase)
*BEGIN_COMMAND (dumpheap)
*BEGIN_COMMAND (logfile)
*BEGIN_COMMAND (puke)
*BEGIN_COMMAND (dir)
*BEGIN_COMMAND (spectate)
*BEGIN_COMMAND (history)
*BEGIN_COMMAND (echo)
*BEGIN_COMMAND (impulse)
*BEGIN_COMMAND (messagemode2)
*BEGIN_COMMAND (menu_endgame)
*BEGIN_COMMAND (menu_options)
*BEGIN_COMMAND (menu_player)
*BEGIN_COMMAND (menu_keys)
*BEGIN_COMMAND (menu_display)
*BEGIN_COMMAND (menu_video)
*BEGIN_COMMAND (soundlist)
*BEGIN_COMMAND (soundlinks)
*BEGIN_COMMAND (testblend)
*BEGIN_COMMAND (setcolor)
216d4491ab361906f81c68f4cd2f81d649d9e7d9
2233
2231
2006-05-03T15:44:30Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
*BEGIN_COMMAND (flagtoss)
*BEGIN_COMMAND (ctf)
*BEGIN_COMMAND (playerteam)
*BEGIN_COMMAND (undoublebind)
*BEGIN_COMMAND (doublebind)
*BEGIN_COMMAND (binddefaults)
*BEGIN_COMMAND (notarget)
*BEGIN_COMMAND (chase)
*BEGIN_COMMAND (dumpheap)
*BEGIN_COMMAND (logfile)
*BEGIN_COMMAND (puke)
*BEGIN_COMMAND (dir)
*BEGIN_COMMAND (spectate)
*BEGIN_COMMAND (history)
*BEGIN_COMMAND (echo)
*BEGIN_COMMAND (impulse)
*BEGIN_COMMAND (messagemode2)
*BEGIN_COMMAND (menu_endgame)
*BEGIN_COMMAND (menu_options)
*BEGIN_COMMAND (menu_player)
*BEGIN_COMMAND (menu_keys)
*BEGIN_COMMAND (menu_display)
*BEGIN_COMMAND (menu_video)
*BEGIN_COMMAND (soundlist)
*BEGIN_COMMAND (soundlinks)
*BEGIN_COMMAND (testblend)
*BEGIN_COMMAND (setcolor)
a7123ac5d55b0bb8e0eceb1c8d34f773ee91981d
2231
2230
2006-05-03T15:41:30Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
*BEGIN_COMMAND (flagtoss)
*BEGIN_COMMAND (ctf)
*BEGIN_COMMAND (playerteam)
*BEGIN_COMMAND (undoublebind)
*BEGIN_COMMAND (doublebind)
*BEGIN_COMMAND (binddefaults)
*BEGIN_COMMAND (notarget)
*BEGIN_COMMAND (chase)
*BEGIN_COMMAND (dumpheap)
*BEGIN_COMMAND (logfile)
*BEGIN_COMMAND (puke)
*BEGIN_COMMAND (dir)
*BEGIN_COMMAND (spectate)
*BEGIN_COMMAND (history)
*BEGIN_COMMAND (echo)
*BEGIN_COMMAND (impulse)
*BEGIN_COMMAND (netstat)
*BEGIN_COMMAND (messagemode2)
*BEGIN_COMMAND (menu_endgame)
*BEGIN_COMMAND (menu_options)
*BEGIN_COMMAND (menu_player)
*BEGIN_COMMAND (menu_keys)
*BEGIN_COMMAND (menu_display)
*BEGIN_COMMAND (menu_video)
*BEGIN_COMMAND (soundlist)
*BEGIN_COMMAND (soundlinks)
*BEGIN_COMMAND (testblend)
*BEGIN_COMMAND (setcolor)
cc534caaee6a789f90cff55331cc657eebba9c58
2230
2229
2006-05-03T15:39:54Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
*BEGIN_COMMAND (flagtoss)
*BEGIN_COMMAND (ctf)
*BEGIN_COMMAND (playerteam)
*BEGIN_COMMAND (undoublebind)
*BEGIN_COMMAND (doublebind)
*BEGIN_COMMAND (binddefaults)
*BEGIN_COMMAND (notarget)
*BEGIN_COMMAND (chase)
*BEGIN_COMMAND (dumpheap)
*BEGIN_COMMAND (logfile)
*BEGIN_COMMAND (puke)
*BEGIN_COMMAND (dir)
*BEGIN_COMMAND (spectate)
*BEGIN_COMMAND (history)
*BEGIN_COMMAND (echo)
*BEGIN_COMMAND (impulse)
*BEGIN_COMMAND (netstat)
*BEGIN_COMMAND (messagemode2)
*BEGIN_COMMAND (menu_endgame)
*BEGIN_COMMAND (menu_options)
*BEGIN_COMMAND (menu_player)
*BEGIN_COMMAND (bumpgamma)
*BEGIN_COMMAND (menu_keys)
*BEGIN_COMMAND (menu_display)
*BEGIN_COMMAND (menu_video)
*BEGIN_COMMAND (soundlist)
*BEGIN_COMMAND (soundlinks)
*BEGIN_COMMAND (testblend)
*BEGIN_COMMAND (setcolor)
288526c756bd31523a1971639c880ee7b938a19f
2229
2210
2006-05-03T15:39:35Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
*BEGIN_COMMAND (flagtoss)
*BEGIN_COMMAND (ctf)
*BEGIN_COMMAND (playerteam)
*BEGIN_COMMAND (undoublebind)
*BEGIN_COMMAND (doublebind)
*BEGIN_COMMAND (binddefaults)
*BEGIN_COMMAND (notarget)
*BEGIN_COMMAND (chase)
*BEGIN_COMMAND (dumpheap)
*BEGIN_COMMAND (logfile)
*BEGIN_COMMAND (puke)
*BEGIN_COMMAND (dir)
*BEGIN_COMMAND (spectate)
*BEGIN_COMMAND (history)
*BEGIN_COMMAND (echo)
*BEGIN_COMMAND (impulse)
*BEGIN_COMMAND (netstat)
*BEGIN_COMMAND (messagemode2)
*BEGIN_COMMAND (menu_endgame)
*BEGIN_COMMAND (menu_options)
*BEGIN_COMMAND (menu_player)
*BEGIN_COMMAND (bumpgamma)
*BEGIN_COMMAND (menu_keys)
*BEGIN_COMMAND (menu_display)
*BEGIN_COMMAND (menu_video)
*BEGIN_COMMAND (soundlist)
*BEGIN_COMMAND (soundlinks)
*BEGIN_COMMAND (testblend)
*BEGIN_COMMAND (testcolor)
*BEGIN_COMMAND (setcolor)
1a0c5ddf08a03e47f4f92c0fcc5b306b3e06fa35
2210
2208
2006-04-18T10:13:05Z
Voxel
2
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
*BEGIN_COMMAND (flagtoss)
*BEGIN_COMMAND (ctf)
*BEGIN_COMMAND (playerteam)
*BEGIN_COMMAND (undoublebind)
*BEGIN_COMMAND (doublebind)
*BEGIN_COMMAND (binddefaults)
*BEGIN_COMMAND (notarget)
*BEGIN_COMMAND (chase)
*BEGIN_COMMAND (dumpheap)
*BEGIN_COMMAND (logfile)
*BEGIN_COMMAND (puke)
*BEGIN_COMMAND (dir)
*BEGIN_COMMAND (spectate)
*BEGIN_COMMAND (history)
*BEGIN_COMMAND (echo)
*BEGIN_COMMAND (impulse)
*BEGIN_COMMAND (netstat)
*BEGIN_COMMAND (messagemode2)
*BEGIN_COMMAND (menu_main)
*BEGIN_COMMAND (menu_endgame)
*BEGIN_COMMAND (menu_options)
*BEGIN_COMMAND (menu_player)
*BEGIN_COMMAND (bumpgamma)
*BEGIN_COMMAND (menu_keys)
*BEGIN_COMMAND (menu_display)
*BEGIN_COMMAND (menu_video)
*BEGIN_COMMAND (soundlist)
*BEGIN_COMMAND (soundlinks)
*BEGIN_COMMAND (testblend)
*BEGIN_COMMAND (testcolor)
*BEGIN_COMMAND (setcolor)
f01a0ba83ec9a1f5a057f449a32107f205d4b550
2208
2203
2006-04-18T10:11:57Z
Voxel
2
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
<pre>
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
</pre>
ed5d8fd1c496d1a2645b12f1dc19b6dc4b39ab8b
2203
2193
2006-04-16T19:42:21Z
Ralphis
3
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
f7f83b228ea95c6b5ad914468422223f2c19d1c3
2193
2189
2006-04-16T05:52:01Z
Ralphis
3
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
410c23c76838775aab6d7584c3abf94bd29940ea
2189
2187
2006-04-16T05:11:50Z
Ralphis
3
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
67d61167743ecfd224d194bbff8d67b5736c468f
2187
2183
2006-04-16T05:07:20Z
Ralphis
3
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
ed6024653c5bbbba98bb6ebfda7baa7b68f87055
2183
2170
2006-04-16T05:03:05Z
Ralphis
3
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
bd5a70a8c90f7dc484a07398ed4abe2d09750e7b
2170
2168
2006-04-16T04:53:21Z
Ralphis
3
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
8f829be4120abbc6406d5adb9d0faa148cda53df
2168
2165
2006-04-16T04:51:18Z
Ralphis
3
say_team done
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
7619449a2cb4d8e237b894a7e4ec5ec1a7839c6d
2165
2161
2006-04-16T04:48:35Z
Ralphis
3
bind commands finished
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
2bc47e894dbf5776df9a81ad5212433c8dffe272
2161
2157
2006-04-16T04:42:57Z
Ralphis
3
connection commands finished
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
b636c5a390a7c476c163158d235f444c12b49c10
2157
2153
2006-04-16T04:37:21Z
Ralphis
3
weapnext & weapprev removed
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
47747cb5c2b92c70374f31f2323bf54c4c8ddc00
2153
2152
2006-04-16T04:31:54Z
Ralphis
3
someone forgot to remove toggleconsole
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
2d06b422a58ba9623b1020487e8e416cee50892b
2152
2150
2006-04-16T04:31:26Z
Ralphis
3
bind finished
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
7c089a058e95152fb3c7f28a7c1726a648ae3c22
2150
2132
2006-04-16T04:28:08Z
Ralphis
3
rcon & rcon_password removed
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
f3b5c42111a10886597cb3a66082cfc24c875622
2132
2129
2006-04-14T22:04:13Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
b695e62a503507996e51252b2b66f562c79d1f3e
2129
2128
2006-04-14T22:02:11Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
b34aaa0ca63029ce8968fa5978a2ea648aae420e
2128
2126
2006-04-14T22:01:54Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
6858a53164ed30a710ddb6e55ff5d2f92afbf562
2126
2117
2006-04-14T21:56:44Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
7ba9c5e368c827b614ae291c1fa51ee549af385b
2117
2113
2006-04-14T18:36:43Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
68e07b8d05ab20bd49b06da1da823fa842fe69d0
2113
2110
2006-04-14T18:32:23Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
f3907ae192ef12a1cd8918178218c23fbf7b3331
2110
2107
2006-04-14T18:28:35Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
f8359165efbf0259607350cc2cfe688a96890147
2107
2106
2006-04-14T18:24:23Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (turn180)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
4a68cebde2e070614091425b236d96aa600e07b1
2106
2105
2006-04-14T18:20:17Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (kill)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (god)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (turn180)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
a0b37cba8c125fe5a2d95b8e909af1ab3cd620cf
2105
2104
2006-04-14T18:20:02Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (kill)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (god)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (turn180)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (togglemessages)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
fc6aa5bea8540c30617b92e24244cce788196986
2104
2103
2006-04-14T18:19:43Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (kill)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (god)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (turn180)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (togglemessages)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
d5ac0b8f7723ba1a026ceaaef02a86267d4ace2b
2103
2102
2006-04-14T18:19:30Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (kill)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (god)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (turn180)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode)
BEGIN_COMMAND (say)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (togglemessages)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
c4a2cf66a39cc77b0ec0311acf3fd5a072fc6812
2102
2101
2006-04-14T18:19:05Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (kill)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (quit)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (god)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (turn180)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode)
BEGIN_COMMAND (say)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (togglemessages)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
bf5021f7e596d3f722d773e6ecc5c3354ecbb646
2101
1759
2006-04-14T18:18:19Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list.
BEGIN_COMMAND (togglemap)
BEGIN_COMMAND (flagtoss)
BEGIN_COMMAND (ctf)
BEGIN_COMMAND (connect)
BEGIN_COMMAND (disconnect)
BEGIN_COMMAND (reconnect)
BEGIN_COMMAND (players)
BEGIN_COMMAND (playerinfo)
BEGIN_COMMAND (kill)
BEGIN_COMMAND (gamemode)
BEGIN_COMMAND (serverinfo)
BEGIN_COMMAND (rcon)
BEGIN_COMMAND (rcon_password)
BEGIN_COMMAND (playerteam)
BEGIN_COMMAND (unbindall)
BEGIN_COMMAND (unbind)
BEGIN_COMMAND (bind)
BEGIN_COMMAND (undoublebind)
BEGIN_COMMAND (doublebind)
BEGIN_COMMAND (binddefaults)
BEGIN_COMMAND (toggleconsole)
BEGIN_COMMAND (quit)
BEGIN_COMMAND (changemus)
BEGIN_COMMAND (god)
BEGIN_COMMAND (iddqd)
BEGIN_COMMAND (notarget)
BEGIN_COMMAND (fly)
BEGIN_COMMAND (noclip)
BEGIN_COMMAND (chase)
BEGIN_COMMAND (idclev)
BEGIN_COMMAND (changemap)
BEGIN_COMMAND (idmus)
BEGIN_COMMAND (give)
BEGIN_COMMAND (gameversion)
BEGIN_COMMAND (dumpheap)
BEGIN_COMMAND (logfile)
BEGIN_COMMAND (puke)
BEGIN_COMMAND (dir)
BEGIN_COMMAND (fov)
BEGIN_COMMAND (spectate)
BEGIN_COMMAND (history)
BEGIN_COMMAND (clear)
BEGIN_COMMAND (echo)
BEGIN_COMMAND (impulse)
BEGIN_COMMAND (centerview)
BEGIN_COMMAND (pause)
BEGIN_COMMAND (turn180)
BEGIN_COMMAND (weapnext)
BEGIN_COMMAND (weapprev)
BEGIN_COMMAND(netstat)
BEGIN_COMMAND (messagemode)
BEGIN_COMMAND (say)
BEGIN_COMMAND (messagemode2)
BEGIN_COMMAND (say_team)
BEGIN_COMMAND (menu_main)
BEGIN_COMMAND (menu_endgame)
BEGIN_COMMAND (menu_quit)
BEGIN_COMMAND (menu_options)
BEGIN_COMMAND (menu_player)
BEGIN_COMMAND (bumpgamma)
BEGIN_COMMAND (screenshot)
BEGIN_COMMAND (togglemessages)
BEGIN_COMMAND (sizedown)
BEGIN_COMMAND (sizeup)
BEGIN_COMMAND (menu_keys)
BEGIN_COMMAND (menu_display)
BEGIN_COMMAND (menu_video)
BEGIN_COMMAND (soundlist)
BEGIN_COMMAND (soundlinks)
BEGIN_COMMAND (testblend)
BEGIN_COMMAND (testfade)
BEGIN_COMMAND (testcolor)
BEGIN_COMMAND (setcolor)
BEGIN_COMMAND (vid_setmode)
ab9663e8c276bbecd234599a4dffc948b2879ac9
1759
1758
2006-04-03T19:18:29Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key.
edc54e89308f24368e0a2942fca97c0a9910240c
1758
2006-04-03T19:18:17Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can only be entered at the client console. You can access the console by hitting the ` (tilde) key.
bca4252d0dbac2032f1a1d294132c7f64f1626e4
Category:Client variables
14
1361
1722
2006-03-31T22:30:22Z
AlexMax
9
wikitext
text/x-wiki
Client variables are variables that configure the settings of a client.
2efa3fad241977e6c20fc3e4df69c354a85053b1
Category:Server commands
14
1378
1760
2006-04-03T19:19:10Z
AlexMax
9
wikitext
text/x-wiki
These are commands that can be entered at the client console. There is no 'special' way to access the server console, simply type the command.
e92b831e843033b69791aba929c3808cdcd70120
Category:Server variables
14
1352
1651
1650
2006-03-31T05:56:06Z
Nautilus
10
wikitext
text/x-wiki
Server variables are variables that configure the settings of a server, such as the game mode being run, the wad that is run, the frag limit, and so on.
576903890b9d3487670bd666b4415bf35c53a78b
1650
2006-03-31T05:55:58Z
Nautilus
10
wikitext
text/x-wiki
Server variables are variables that configure the settings of server, such as the game mode being run, the wad that is run, the frag limit, and so on.
c5fdc6d6b5f6a69dc378ba1872d4e59380b1d4d9
Category:Stubs
14
1500
2655
2007-01-09T20:55:55Z
Manc
1
wikitext
text/x-wiki
This is a category of [http://en.wikipedia.org/wiki/Wikipedia:Stub stub articles].
Please check the articles listed here and remove the {{template link|stub}} tag from them if they have been expanded since the tag was originally added.
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